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364 Commits

Author SHA1 Message Date
e3e1fbcf02 Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision floats. (#4463) 2021-08-23 15:03:27 +02:00
d79ca9b0b6 Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [Legulysse] 2021-08-23 14:57:54 +02:00
e6ffc04291 Moved ImDrawIdx declaration higher up in imgui.h (to ease work for dear_bindings)
Shuffled low-level data types declarations and tweaked comments
2021-08-23 12:00:16 +02:00
32d4f6c5d9 Fix BeginDisabled(false), again, (#211, #4452, #4453) Version 1.84.1
(forced pushed since our earlier versioning didn't sort correctly in github web)
2021-08-20 23:59:46 +02:00
f969e68c10 Fix BeginDisabled(false), (#211, #4452) 2021-08-20 20:30:51 +02:00
d2ffbd9b86 Version 1.84
Fix PVS Studio false positive //-V1020
Fix missing #ifndef for IMGUI_IMPL_OPENGL_LOADER_CUSTOM path
2021-08-20 18:03:55 +02:00
fc062e6028 Backends: OpenGL3: Update loader to include APIs used by test framework. 2021-08-20 17:22:27 +02:00
df2319a854 Small optimizations to BeginDisabled() to allow frequent calls (#211)
Not intended for frequent calls but I suspect some people will do it either way...
Rough/indicative: measured 0.1 ms for 5000 calls in release, 0.5 ms in debug on my desktop windows.
2021-08-20 17:19:18 +02:00
c543d93af1 Expose BeginDisabled()/EndDisabled() in public API. Add to demo. (#211) 2021-08-20 16:34:43 +02:00
cb00972b87 ImDrawList: Fix AddCircle{Filled} with 12 segment case (#4419, #4421) 2021-08-19 17:06:40 +02:00
e3988a84db Backends: OpenGL3: Embed our own minimal GL loader (amends). (#4445) 2021-08-19 16:24:59 +02:00
459de65477 Backends: OpenGL3: Embed our own minimal GL loader based on gl3w and use it in SDL/GLFW examples. (#4445)
Loader repository at https://github.com/dearimgui/gl3w_stripped
Removed support for using custom loaders in examples/opengl3 backend
2021-08-19 16:24:58 +02:00
7bbf8f2ab0 Drag and Drop: fix using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip.
Window was not properly hidden in that case.
2021-08-18 15:40:22 +02:00
f24abbc47d Fix various warnings (#4442) 2021-08-18 12:38:24 +02:00
161b74e871 Fix tabbing in/out of an InputTextMultiline(), broken by 6b8a059. 2021-08-17 20:46:39 +02:00
cd39460925 IO: set io.KeyModsPrev in EndFrame() to tolerate backend writing to io.KeyMods without breaking. (#4439)
Amend ff428f1
2021-08-17 20:33:27 +02:00
2f40be638f IO, Backends: add io.AddFocusEvent(). Clear pressed keys after loosing input focus (#3532)
Amend/fix #2445, #2696, #3751, #4377
2021-08-17 20:10:45 +02:00
86afe966d3 Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. 2021-08-17 16:23:26 +02:00
7e9e1ff1c2 InputText: Fix named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) 2021-08-17 16:10:11 +02:00
b380d3abe3 Backends: OpenGL3: Clarify use of GL_POLYGON_MODE. 2021-08-17 15:16:29 +02:00
5f2df2d2cb Fixed grammar mistake in FAQ (#4431) 2021-08-17 13:47:17 +02:00
ff428f1d2f Nav: Fix not clearing NavWindowingToggleLayer properly (old code left it to true, relied on Alt release only). Removed unnecessary KeyMenu_ from NavInput. (#4439, #787) 2021-08-17 12:54:51 +02:00
8fa502ca42 Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439) 2021-08-17 12:23:54 +02:00
c7529c8ea8 Reword file list as *.cpp *.h (#4413) 2021-08-10 14:34:34 +02:00
f99fe72c42 Backends: Win32: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622) 2021-08-02 17:22:33 +02:00
2ad912bb85 Backends: Win32, SDL, GLFW: only honor io.WantSetMousePos when focused + fix GLFW uninstalling handler + tweaks to reduce branch drift with docking. (#787, #2445, #2696, #3751, #4377) 2021-08-02 16:19:50 +02:00
db686ad522 Backends: Win32: Mouse position is correctly reported when the host platform window is hovered but not focused. (#2445, #2696, #3751, #4377) 2021-07-29 19:38:33 +02:00
044fd0cd2d Backends: GLFW: Mouse position is correctly reported when the host platform window is hovered but not focused. (#3751, #4377, #2445) 2021-07-29 19:37:18 +02:00
1cdd110eb4 Backends: SDL2: Mouse position is correctly reported when the host platform window is hovered but not focused. (#2445, #3751, #4377)
(requires SDL 2.0.5 because SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH).
2021-07-29 18:47:43 +02:00
c720075c67 Update FAQ to clarify conflict with window (#4158, #4008, #2562) 2021-07-28 16:46:59 +02:00
3d4d1b8553 Allow imgui_internal.h to be included before imgui.h
(practically speaking it allows me to use StructLayout without hassle)
2021-07-26 21:01:32 +02:00
e362c5af48 Internals: ColorEdit: renamed some internal masks to match our common coding style.
ImGuiColorEditFlags__DisplayMask > ImGuiColorEditFlags_DisplayMask_, ImGuiColorEditFlags__OptionsDefault > ImGuiColorEditFlags_DefaultOptions_, ImGuiColorEditFlags__DataTypeMask > ImGuiColorEditFlags_DataTypeMask_  etc.
2021-07-26 20:44:59 +02:00
923bd2fd21 Examples: DirectX12: Fixed Alt+Enter fullscreen in DirectX12 example. (#4346, #4348)
This also removes unnecessary recreation of backend-owned device objects when the window is resized.
+ amend original PR with a g_pSwapChain->SetFullscreenState(false, NULL); call.
2021-07-26 16:39:09 +02:00
b846969fe1 Removed unnecessary line in Begin() + commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 + readded commented obsoleted function. 2021-07-26 12:22:48 +02:00
3e4c89051d Popups: Fix OpenPopup() being called after BeginPopup() resulting in a failure to open a popup when focus is NULL. (#4308)
Story of removed line begins in commit b80cf0a. It's purpose was to close popups when they lost focus.
Later on few other changes were introduced:
* bcc49ff - closing popups with RMB without changing window focus
* af679a1 - closing popups in FocusWindow()
These two changes covered all the cases of popup closing which made deleted line obsolete. Conveniently, now all popup closing is handled from within UpdateMouseMovingWindowEndFrame() either by calling FocusWindow() or ClosePopupsOverWindow().
2021-07-26 11:43:39 +02:00
9c77734447 Correct version 1.83 release date (#4355) 2021-07-24 02:07:11 +02:00
c881667c00 Fix - amend 1ad1530 (range-select branch need the NextItemData in NavProcessItem) 2021-07-19 21:45:44 +02:00
90bf996e1a Internals: widgets always read back from g.LastItemData.InFlags (so we can now modify per-item disable state more easily). (#211) 2021-07-19 21:26:34 +02:00
6b8a059fc9 Internals: moved LastItem data to a shared structure (instead of one per window)
(should be a no-op as we are restoring things in Begin/End. Toward faciliate backup/restore of LastItemData and favor pulling from here instead of CurrentItemFlags, toward #211)
2021-07-19 21:25:47 +02:00
1ad153056a Internals: ItemAdd: set LastItemXXX fields before navigation calls + comments about io.IniFilename (#4294) 2021-07-19 21:24:15 +02:00
17ec4f1f6f TestEngine, MenuItem: call IMGUI_TEST_ENGINE_ITEM_INFO() at the right stack level. (amend f8fae02) 2021-07-12 16:42:53 +02:00
fb4bbeb033 Disabled: fixed IsItemHovered() if popped disabled state after item, or when using Selectable_Disabled. (#211) 2021-07-12 15:43:17 +02:00
246ad6c03c Disabled: items more consistently release active id if the active item got disabled. (#211) (amend 2952525) 2021-07-12 15:39:47 +02:00
638e1a721b Disabled: fixed IsItemHovered() returning true on disabled item when navigated to. (#211) 2021-07-12 15:01:02 +02:00
5dd1e38b7a Disabled: disabled items set HoveredId, allowing e.g. HoveredIdTimer to function. (#211, #3419) + Menus: fix hovering a disabled menu or menu item not closing other menus.
Rework of https://github.com/rokups/imgui/commit/c24b470
Note that the declared intent of that commit "Prevents window from being dragged if mouse hovers a disabled item." was already fullfilled by a876ad87.
Changes in ButtonBehavior() not needed anymore since ImGuiButtonFlags_Disabled is gone
2021-07-09 19:54:46 +02:00
cac869b333 Disabled: don't prevent Selectable() from being selected. (#211) + BeginMenu()/MenuItemEx() uses PushDisabled() the standard way.
ImGuiSelectableFlags_Disabled is now unused by the library and might be marked obsolete later.
2021-07-09 19:54:43 +02:00
29525255f3 Disabled items more consistently release active id if the active item got disabled. (#211) 2021-07-09 19:54:41 +02:00
ba1c8464ef Internals: Removed ImGuiButtonFlags_Disabled (which had inconsistent behavior) in favor of ImGuiItemFlags_Disabled. Selectable()'s ImGuiSelectableFlags_Disabled now uses the later. (#211) 2021-07-09 19:54:37 +02:00
f6682404e1 InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211) 2021-07-09 19:54:34 +02:00
97638bf977 BeginMenu: remove unnecessary call to ItemHoverable() which is already done by the Selectable() call.
Amend 88d7b3de
2021-07-09 18:57:28 +02:00
4a100f7f11 Nav: Disabled items are not candidate for default focus. (#211, #787) + simplify handling of ImGuiButtonFlags_PressedOnDragDropHold path. 2021-07-09 18:57:23 +02:00
cc40ae2101 PushDisabled(): added bool + clarify support for stacked disabled (#211) 2021-07-08 19:21:59 +02:00
03ca38eda1 Update FAQ 2021-07-08 16:10:30 +02:00
f8fae02270 Menus: rework to allow for an icon column (not yet exposed, but usable via internals) + fix menus being affected by style.SelectableTextAlign (#126) 2021-07-08 15:05:02 +02:00
30d164eb26 Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.) (#2590, #738, #4185, #4301)
Enable with '#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82.
2021-07-08 14:23:31 +02:00
696d3e056e Internals: Menus: Naming offset field + fix spacing/offset computation to handle more offsets. 2021-07-07 20:47:37 +02:00
3512f2c2c2 Internals: Menus: minor tidying up + renaming in ImGuiMenuColumns + removing extraneous offset field which is always zero + using smaller types.
sizeof() 36 -> 20
2021-07-07 20:16:55 +02:00
baa4caf9e3 Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
+ Comments (#3934)
2021-07-07 14:12:48 +02:00
d9b606672a InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038) 2021-07-05 17:52:44 +02:00
327a5d8253 Fix warning + apply trailing whitespaces in stb_ libs (as applied on nothings/stb on 2020/02/02, facilitating further diffs) 2021-07-05 17:52:44 +02:00
4ddb6b46c3 Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
Revert 4b94738c
2021-06-30 16:12:52 +02:00
cf2daf353e Backends: Cleanup, removed unnecessary create/destroy wrappers. Fix allegro5 backend + use same code as other backend.
+ Update gallery links (#4280)
2021-06-30 15:50:15 +02:00
6792e1a3e0 Backends: SDL2: Remove unnecessary ImGui_ImplSDL2_NewFrame() parameter. (#3244) 2021-06-30 15:04:40 +02:00
23a15834fa Fonts: Fix calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487) + Backends: added additional assert to facilitate detecting user understand they haven't initialized a backend. 2021-06-29 18:16:47 +02:00
4cec3a0467 Backends: support for multiple imgui context with little testing (#586, #1851, #2004, #3012, #3934, #4141)
I believe more renderer backends should work. GLFW/Win32/SDL/Vulkan probably have many issues.
2021-06-29 16:42:13 +02:00
b5a2bd1a5b Backends: amends to 1db1066 + merge minor bits from docking incl SetActiveIdUsingNavAndKeys().
No need to clear fields before deletion. DX12: renamed to match docking branch.
2021-06-29 15:25:19 +02:00
70c603854e Backends: moved global to a data structure to facilitate support for multi-contexts. (#586, #1851, #2004, #3012, #3934, #4141)
This is NOT enable multi-contexts for any backends
- in order to make this commit as harmless as possible, while containing all the cruft/renaming
-
2021-06-29 14:37:58 +02:00
88f4c1321a Examples: Bring code of example_apple_metal and example_apple_opengl2 closer to each other. (#1873, #3543) 2021-06-28 14:22:55 +02:00
0aeb978e61 Comments + adding spacing in headers because VS IDE parser display blocks so badly. Add helper in internal's ImGuiInputTextState. (#4275) 2021-06-28 11:58:37 +02:00
95db098477 ImFontAtlas: move implicit AddFontDefault call to Build() function + remove unnecessary asserts in backend. 2021-06-25 17:27:17 +02:00
2ab7f96f21 Backends: OpenGL3: Enable OES_vertex_array_object extension for emscripten/wasm build (#4266, #4267) 2021-06-25 16:19:55 +02:00
9440974f66 Fonts: Add U+FFFD ("replacement character") to default asian glyphs ranges. Remove SetFallbackChar() (amend 0ffd99d31). (#4269) 2021-06-25 15:47:42 +02:00
38165f420f Fonts: Prefer using U+FFFD character for fallback instead of '?'. Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269) 2021-06-25 15:44:14 +02:00
8ced41570e Backends: DX9: explicitely disable texture state stages after >= 1. (#4268)
imgui only uses texture stage state for stage 0
But any state set in stages >= 1 will affect rendering
Set stage 1 COLOROP to DISABLED, to deactivate stages >= 1
2021-06-25 12:33:38 +02:00
30224fdde0 Examples: example_apple_opengl2: Fix keys remaining stuck in pressed state when using shortcuts with CMD. (#4253)
Fix follows event capture scheme of example_apple_metal, where this issue is not present.
2021-06-25 11:34:12 +02:00
e534c56485 Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels. 2021-06-24 17:15:14 +02:00
20d415e939 FIx static analysers warnings and disable false positives. 2021-06-24 17:15:14 +02:00
1965f38e9e ImGuiWindowFlags_UnsavedDocument/ImGuiTabItmeFlags_UnsavedDocument display a dot instead of a '*'. 2021-06-24 14:30:32 +02:00
0b8a247074 Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) 2021-06-23 15:25:10 +02:00
f0c4d609a6 Default window focus scope not 0. Added ImGuiSelectableFlags_SelectOnNav with comments and caveats. (#1861, #4242,)
Focus scope default value: amend 7ee623d9 a5041c88 2ebe08be
2021-06-21 17:47:45 +02:00
a15c42d5bd Nav: moved RenderNavHighlight() calls of TreeNode and Selectable out of if (hovered || selected) tests. Should make no difference as NavId currently returns hovered. (#1861, #4242) 2021-06-21 17:38:56 +02:00
98876b4dc2 Added IMGUI_DISABLE_SSE (#4250, #4091) 2021-06-21 14:52:01 +02:00
0905439c31 Backends: OpenGL3: Destroy shader objects right away (#4244)
In OpenGL, after a shader program has been linked, shader objects don't need to be kept neither attached to the program nor in existence
2021-06-21 11:51:51 +02:00
7c44d067e8 Tables: Fix invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
Amend 4ce6bd8cf, but with usage of ImPool<> bug existed even before 4ce6bd8c. Would only materialize if user called (ableGetSortSpecs and used data without checking SpecsDirty.
2021-06-17 15:18:11 +02:00
d5828cd988 SplitterBehavior: fix using IsItemHovered() after SplitterBehavior() 2021-06-16 15:42:42 +02:00
dc676236f0 Minor optimization, removing do/while(0) patterns in some cases as they translate to runtime
(e.g. translate to xor + test + jne in VS x84, unnecessary)
2021-06-15 17:05:25 +02:00
0cca0d1617 Internals/experimental: BeginComboPreview(), EndComboPreview(). (#4168, #1658)
(amended)
2021-06-15 15:27:28 +02:00
98a6292165 Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments about building on 32-bit systems. (#4225) 2021-06-14 17:43:42 +02:00
d0c6dd9baf ImVector: added clear_delete(), clear_destruct() helpers. 2021-06-09 16:57:47 +02:00
61f4aec868 Added PushDisabled(), PopDisabled() currently only exposed in imgui_internal.h (#211) 2021-06-09 15:28:59 +02:00
b66529fe3e Backends: Win32: Rework to handle certains Windows 8.1/10 features without a manifest. (#4200, #4191) 2021-06-08 18:38:20 +02:00
020d1ced1d Examples: SDL2: Accomodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h + vcpkg related comments. 2021-06-08 17:10:24 +02:00
7fc144edde Examples: update all VS project files to VS2015. Update DX12 project Windows SDK to latest. 2021-06-08 17:08:49 +02:00
6ee398ac2b Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935, #3740) 2021-06-07 15:18:20 +02:00
b918751ff4 Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag. (#3935) 2021-06-07 15:09:02 +02:00
689e387180 Tables: offset and shuffle flags (breaks ABI compatibility as often)
If you rely on ABI compatibility consider reworking how your backends are created, using cimgui metadata output. We will happily often break ABI compat.
2021-06-07 13:20:03 +02:00
642426c15b Tables: Fix columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section. 2021-06-07 11:23:43 +02:00
2887a6e07d Tables: made TableUpdateBorders() use IsVisibleX flag. comments. 2021-06-07 10:27:11 +02:00
1b4323a1b4 Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column. (#4206) 2021-06-07 09:11:53 +02:00
fe24591411 Backends: OpenGL3: Fix access violation due to NULL from glGetStringi. (#4201) 2021-06-05 16:27:31 +02:00
94b680e830 Internals: fixed ImPool:: iteration, rename GetBufSize to GetMapSize. Amend c6c82b9f 2021-06-04 17:27:20 +02:00
c6c82b9f1d Internals: fixed iterating ImPool, fix after use of TableRemove() (was only used by TestEngine)
Merge metrics bits from 646c87359
2021-06-03 18:36:43 +02:00
a640d8a6d2 Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592) 2021-05-31 13:03:50 +02:00
060b6ee7d1 Internals: Combo: Extracted into a BeginComboPopup() function. (#4168)
Renamed frame_bb > bb locally.
2021-05-28 17:45:07 +02:00
5b4bc985ad Nav, Combo: removed unnecessary window->LastNavIds[] assignment in combo code. + minor renaming. 2021-05-28 17:27:52 +02:00
838c16533d Backends: Comments. 2021-05-27 13:59:35 +02:00
79e18896fe TabBar: Fixed using more than 32 KB-worth of tab names. (#4176) 2021-05-27 12:01:00 +02:00
04fd5072fb Fix warnings with VS2019 in C++20 mode (#4173) 2021-05-25 18:43:52 +02:00
4c420f3cf9 CI: Add a build of imgui_impl_vulkan.cpp with IMGUI_IMPL_VULKAN_NO_PROTOTYPES defined. (#4151, #3759, #3227) 2021-05-25 16:01:25 +02:00
c2bf4abfa1 Internals: Added ImTextCharToUtf8() helper. Added "out_" markers in more UTF-8 functions. Metrics: Fonts: Fixed display of EllipsisChar by feeding proper utf-8. 2021-05-25 13:37:27 +02:00
3a941f95e9 Metrics, Demo: moved font details display to metrics code. (#4171) 2021-05-25 13:37:27 +02:00
e31d13fa76 Version 1.84 WIP 2021-05-25 13:36:53 +02:00
556689591c Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
Expecting this to somehow cause another issue but we will fix it when it comes.
2021-05-24 23:46:25 +02:00
ad5d1a8429 Version 1.83 2021-05-24 17:39:25 +02:00
142c866bd9 Backends: WebGPU: Support draw_data->FramebufferScale (#4163) 2021-05-24 17:12:23 +02:00
88a24fb896 Fix build with IMGUI_DISABLE_DEMO_WINDOWS 2021-05-24 15:42:26 +02:00
029c83c73e Combos: Changed the combo popup to use a different id to also using a context menu with the default item id. (#4167) 2021-05-24 15:09:39 +02:00
c708299ca9 Docs: Improvements to description of using colored glyphes/emojis. (#4169, #3369) + Add Fonts to Metrics. Removed IMGUI_HAS_TABLE markers. 2021-05-24 13:07:26 +02:00
8877eab393 Docs: Describe IMGUI_DISABLE_FILE_FUNCTIONS in imconfig (#3628, #2734) 2021-05-21 18:44:22 +02:00
b474bff6c6 Nav: Fixed single frame CTRL+Tab from properly enabling the menu layer of target window if it doesn't have other active layers. 2021-05-21 18:39:17 +02:00
5d77b6f274 Docs: update links, sponsors 2021-05-21 15:24:57 +02:00
45f5ed52c1 Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) 2021-05-20 15:00:36 +02:00
fd06dc511f Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124] 2021-05-19 19:03:15 +02:00
4181ccceea Backends: WebGPU: Fix build, amend 3c72e51. (#3761) 2021-05-19 18:50:31 +02:00
3c72e5142b Backends: Replace direct access to TextureId with GetTexID() call in ImDrawCmd. (#3761) 2021-05-19 18:39:18 +02:00
e7e170c534 InputText: Internal renaming to use our own types to clarify code a little bit. 2021-05-18 14:48:54 +02:00
26a1bbfe1e InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password is used. (#4155, #4156) [@michael-swan] 2021-05-18 14:46:25 +02:00
41030cbfe2 Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138) 2021-05-16 20:37:38 +02:00
83bdfef8e0 Backends: WGPU: update to latest specs. (#4116, #3632)
Merged 13 commits.
2021-05-16 19:09:22 +02:00
4ce6bd8cff Tables: sharing splitter and sort buffers between tables, reducing memory footprints. (#3740)
+ GC pass on that data.
2021-05-07 20:49:52 +02:00
32c453ae53 Tables: sharing transient buffers between tables, reducing memory footprints. (#3740) 2021-05-07 20:49:52 +02:00
cbcd89152b Backends: Android: Tweaks. (#4034) 2021-05-07 17:43:42 +02:00
a8dcab8e2a Backends: DX9: Fix potential resource leak (#4093) 2021-05-07 15:17:24 +02:00
ea9122b0ac Examples: add backends include path in readmes. (#4106) 2021-05-07 15:12:09 +02:00
4c9f0cec27 Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091)
Squashed 3 commits.
2021-05-06 17:27:19 +02:00
84545dbe6f Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions
(e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings.
2021-05-06 13:04:35 +02:00
393941ceea Refactor focusable/tabbalbe item registration toward allowing to handle it prior to clipping (not yet the case) (#343, #4079)
Now performed in ItemAdd(). It can't be trivially moved above clipping effectively because it would require us to scroll to be useful, meaning we'd be better off locking the bounding box a frame earlier. Still wip.
As-is this commit has no value for end-user, but it's a reengineering that moves us closer to the solution. + Internals: moved internal flags.
2021-04-30 22:40:02 +02:00
2c3f25d2d9 Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787) 2021-04-30 21:49:40 +02:00
9b90639577 Internals: ItemFlags is a shared resource as advertised. Fix Begin/PushItemFlags/End sequence (mostly for consistency) 2021-04-30 21:34:17 +02:00
10a1c5b021 TestEngine: fixed wrong flags passed to ItemInfo queries. Was luckily/misleadingly not causing issues as the test-engine flags we tested were upper bits not colliding with the other type.
Moved those flags higher as well. (unrelated to the fix itself)
2021-04-30 19:32:41 +02:00
788e91aece Fixes for MSVC static analyzers (wider range of versions). (#3938, #4073) + warning fix (#4089) + comments. 2021-04-30 18:21:07 +02:00
89162a04f4 Fixes for PVS Studio and MSVC static analyzers. Using a macro to suppress single-use MSVC false positives. (#3938, #4073) 2021-04-29 21:20:32 +02:00
d28535f351 Fixes for Visual Studio 2019 static analyzers. (#3938, #4073) + two minor edge case were invalid scalar input (e.g. a sign only) would return buffer as modified. 2021-04-29 17:10:27 +02:00
2dec7b3301 InputText: Align caret/cursor to pixel coordinates. (#4080) 2021-04-27 13:31:32 +02:00
7cdb3850e7 CI: test with ImTextureID as pointer to catch accidental reuse of const (#4060) 2021-04-26 10:18:28 +02:00
04e98fbe6b Remove const qualifier on ImTextureID local (#4060)
When defining ImTextureID to a type such as Texture*, the const-qualifier here stops us from using the texture ID. const Texture* is not valid to be pushed as a texture ID anymore.
2021-04-26 10:15:55 +02:00
7b8932554e Backends: Win32: Change the case of XInput.h include, so it cross-compile nicely on unices. (#4074) 2021-04-26 09:29:38 +02:00
b493cae8c9 Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787) 2021-04-23 19:17:20 +02:00
21428ad3f4 Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. (#370) 2021-04-23 18:50:46 +02:00
4540177ce7 Nav: clear activeid on menu toggle (so pressing Alt leaving an InputText will steal ActiveID. Previously wouldn't not, but ButtonBehavior() hover logic would not show Menu layer item as hovered when ActiveId != 0). (#787)
(Adjacent to #370)
2021-04-23 18:50:46 +02:00
e61e8aea9c Nav: clear navid in NavInitWindow() when window is marked with ImGuiWindowFlags_NoNavInputs. (#787)
(no expected side-effects, maybe consistency, but those NavLastIds[] values would likely have been 0 already)
2021-04-23 18:50:46 +02:00
daf97832f1 Internals: Nav: renaming. 2021-04-23 18:39:08 +02:00
06545c4f2a Backends: DirectX9: explicitely setting up more graphics states to increase compatibility with unusual non-default states. (#4063)
Added D3DRS_FILLMODE, D3DRS_ZWRITEENABLE, D3DRS_RANGEFOGENABLE, D3DRS_SPECULARENABLE, D3DRS_STENCILENABLE, D3DRS_CLIPPING. Reordered some to match order in DX9 headers.
2021-04-23 18:39:07 +02:00
bfc4a3347a Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag + tools in metrics. 2021-04-22 16:21:29 +02:00
6d53884487 Backends: OSX: Fix keys remaining stuck in pressed state when CMD-tabbing to a different application. (#3832) 2021-04-19 15:15:23 +02:00
25fbff2156 ImDrawList: Revert alteration of normal scaling threshold, for now prioritize preserving property of limiting extents. (#4053, #3366, #2964, #2868, #2518, #2183)
Amend fdda8b8
2021-04-19 14:58:54 +02:00
fdda8b8c12 ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183) 2021-04-19 14:03:21 +02:00
936f53229d Internals: maintaining focus order inside windows + only storing root windows in WindowsFocusOrder[] array. (toward #2304) 2021-04-16 19:28:24 +02:00
770f9daab3 Tables: Better preserve column data (mainly widths) when columns count changes. (#4046) + .ini skips columns with no data. 2021-04-16 18:30:11 +02:00
690a90bd35 Make PathArcTo accept counter-clockwise angles (#4030, #3491) 2021-04-15 16:09:38 +02:00
5fed6bdc72 Demo: Improved popups demo and comments. 2021-04-15 15:58:12 +02:00
7c9c5dbe9a Internals: Added ImFloorSigned() + use our own ImFloorSigned() for stb_truetype, compared as matching output for variety of font data. (#2884) 2021-04-15 14:27:45 +02:00
858ea17eba Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when entering the rendering function. (#4045) 2021-04-15 13:29:42 +02:00
05a20ca738 Examples: Android: Make Android build compatible with Gradle 7.0. (#3446) 2021-04-15 12:36:06 +02:00
b957300260 Documentation tweaks (#4042) 2021-04-14 15:46:55 +02:00
d6a5cc7934 Metrics: hotfix (fix 6ba13349 + f08566b4, #4005) 2021-04-07 17:57:14 +02:00
bcdc8bcc4b Examples: Vulkan: Update GPU selection to pick discrete GPU if available, or use first GPU otherwise. (#4012)
Fixes examples failing on optimus laptops with integrated graphics not supporting Vulkan.
2021-04-07 14:39:01 +02:00
c283a1da5b Fixed clipping of multi-line value text when label is single-line + Fixed vertical alignment of single-line value text when label is multi-line. (#4004) 2021-04-06 18:35:06 +02:00
92b7b1f72b Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010) 2021-04-06 17:51:21 +02:00
5f45047fb6 Update example makefiles to check the new homebrew paths (#4003)
Homebrew on Apple Silicon (i.e. Macbook Air/Pro M1) use `/opt/homebrew` instead of /usr/local.
2021-04-06 12:46:09 +02:00
71dda216ef Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) 2021-04-06 12:39:47 +02:00
f08566b4d7 InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) 2021-04-06 12:00:52 +02:00
feb8b1e32d Update URLs to HTTPS (#4011) 2021-04-06 09:16:35 +02:00
00d570e280 Added OpenPopup() ImGuiID overload (#3993, #331) 2021-04-01 17:18:18 +02:00
f0fc822837 Fix popup positioning, broken by 84e6fe4. (#3991, #3982) 2021-03-31 19:09:08 +02:00
2403ed92a3 Added build/ to gitignore (#3027), Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988, #3884] + added batch file for SDL+Vulkan. 2021-03-31 16:19:44 +02:00
3c7177c6a7 Internals: storing WindowsHoverPadding in context for external access. + Docs update binaries 2021-03-31 16:06:36 +02:00
45c45d2506 Internals: shallow tidying up of the old resize border structure. Make them match the ImGuiDir order. Split GetWindowResizeID() into GetWindowResizeCornerID() and GetWindowResizeBorderID(). 2021-03-30 16:44:47 +02:00
84e6fe4fc7 Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061) 2021-03-29 19:45:55 +02:00
951c84969b Popups: fix comment about OpenPopupOnItemClick(). (#3981) 2021-03-29 15:49:40 +02:00
eab3ae473c Fix warning message C4100 (#3974)
- warning C4100: 'fmt_out_size': unreferenced formal parameter
2021-03-27 17:11:57 +01:00
c6c15a44fa Examples: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) 2021-03-26 13:30:35 +01:00
1dcd3a45cc ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973)
Courtesy of @squadack
2021-03-26 11:34:07 +01:00
688e06490e TabBar: Amend previous commit. Fix tab reordering when tab bar has scrolling.
Some tidying up with helpers + honor 16-bit offsets as with other tab bar features (unlikely single reorder can reach that but consistent)
2021-03-25 19:16:24 +01:00
475c0fcc39 TabBar: Use mouse position instead of hardcoded +1/-1 offset when reordering tabs.
Fixes tab reordering in test engine when using fast mode.
2021-03-25 19:12:49 +01:00
a58271c079 Internals: extracted a more reusable BeginViewportSideBar() out of BeginMainMenuBar(). (#3966, #3518)
Complement ca34c81c in docking branch which removed assumption that we can't tell size ahead of Begin().
2021-03-25 16:20:42 +01:00
aa5431fde2 Tables: Expose TableSetColumnEnabled() in public api. (#3935) 2021-03-24 14:36:01 +01:00
6f360d6040 Examples: Win32: using a more explicit loop for PeekMessage polling to make the code easier to copy and paste and less error-prone. 2021-03-23 18:22:27 +01:00
1491d2c916 Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961) 2021-03-23 16:48:10 +01:00
186b734db0 Backends: SDL2: Extend global mouse pos availability check (#3950) 2021-03-22 15:08:13 +01:00
6d3a980f38 Backends: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957)
If using Vulkan backend and either vertex_size or index_size is not aligned to VkPhysicalDeviceLimits::nonCoherentAtomSize, then the call to vkFlushMappedMemoryRanges in ImGui_ImplVulkan_RenderDrawData will result to validation error.
2021-03-22 12:41:45 +01:00
59da01901e Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing. Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
CalcNextScrollFromScrollTargetAndClamp() fixed snapping edge calculation missing ScrollbarSizes.y
2021-03-19 16:58:23 +01:00
6e4770ea5c Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
Ref https://vulkan-tutorial.com/Drawing_a_triangle/Swap_chain_recreation#page_Suboptimal-or-out-of-date-swap-chain
2021-03-18 18:12:52 +01:00
61a0908713 Tables comments + Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to workaround/fix state restoring issues. . (#3857) 2021-03-18 18:04:52 +01:00
412d6f7efe Fixes zealous MSVC static analyzers warnings (#3938)
Other unfixed as I'm not happy with caving to false positives of every analyzers.
2021-03-18 16:10:25 +01:00
0c5b0c8b97 Internals: Add a way to request window to not process any interactions for specified number of frames. 2021-03-18 14:19:23 +01:00
a1a39c632a Version 1.83 WIP 2021-03-16 14:45:30 +01:00
4bf646e4b0 Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be consistent with the compile-time default. (#3922) 2021-03-16 12:59:35 +01:00
64aab8480a DragScalar: Add default value for v_speed argument in DragScalar(), DragScalarN(). (#3922) 2021-03-16 12:54:49 +01:00
ebe6ac5fb5 Improvements to minor mistakes in documentation comments (#3923) 2021-03-16 12:44:16 +01:00
35b1148efb Version 1.82 2021-03-15 20:26:48 +01:00
352f64697c Internals: rename legagy tab focus fields to TabFocusXXXX for clarity + removed one unnecessary FocusWindow() call. 2021-03-15 20:10:08 +01:00
d94644261d Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
Renamed is_decimal to is_floating_point.
2021-03-15 12:21:37 +01:00
287bd9b984 InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite. (#2863) 2021-03-12 18:23:30 +01:00
1bc6f82091 Misc: added imgui.gdb and imgui.natstepfilter debugger helpers for gdb and msvc. 2021-03-12 17:03:16 +01:00
033dfd9d35 ImDrawFlags: rework/revert c2d6d26 + 39432bf in a way that is closer to old version and back to opt-in but with default 0 = all corners. 2021-03-12 16:31:46 +01:00
fdc2324d9a Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' 2021-03-11 16:21:46 +01:00
39432bfd9c Amend 0c93238a ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use general ImDrawFlags instead of ImDrawCornersFlags 2021-03-11 16:03:45 +01:00
c2d6d26139 ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use general ImDrawFlags instead of ImDrawCornersFlags 2021-03-11 16:03:32 +01:00
8b9fedba28 Moved Obsolete function block lower in the file + obsoleted old SetScrollHere (->SetScrollHereY) 2021-03-11 12:16:52 +01:00
e45847d99a Add version of PathArcTo() and PathArcToFast() with adaptive rendering quality. (#3491) 2021-03-11 11:23:55 +01:00
8ed34af6f8 ImDrawList: clarified that PathArcTo()/PathArcToFast() cannot take radius < 0.0f. (#3491) + changed poor-man ceiling in _CalcCircleAutoSegmentCount() to use 0.999999f to reduce gaps
Previously it sorts of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
2021-03-11 10:51:20 +01:00
a3ebd160cb Fix unused variable warning in ImGui::EndListBox() (#3897) 2021-03-11 10:04:50 +01:00
6ba1334903 Nav: internals: renaming ImGuiInputSource so it is not specific to nav. Comments. 2021-03-10 16:36:39 +01:00
01a2bac7d5 DrawList: Replace "bool close" in drawing functions with flags. 2021-03-10 12:57:01 +01:00
a64e0eb3a4 Nav: merged SetNavID() and SetNavIDWithRectRel() to improve sanity, moved flags overwrite off them. (#787) 2021-03-09 17:21:01 +01:00
1c9cc7c117 Nav: tweaks so docking can use same code. NavRestoreLayer restore nav id but Menu key typicallys clears it for menu layer (+ less relying on _ChildWindow flag). 2021-03-09 16:57:13 +01:00
4bb5a36f90 Nav: do not clear per-window NavId when window reappears. Process NavInit regardless of current highllight state. Consistently set g.NavLayer in SetNavID(). (#787) 2021-03-09 12:39:18 +01:00
954b06afe2 Drag and Drop: can use BeginDragDropSource() for other than the left mouse button (#1637, #3885)
As long as the item has an ID (for ID-less items will add new functionalities later.
Amend 2c3c5125
2021-03-08 15:50:53 +01:00
e842b196df Amend sanitization of format strings. Support ' without stb_printf. Simpler loops, will also be used for ImStrv branch. (8ee77f1) (#3604)
Widgets: Sliders: Fix a bug where numbers after format specifier (eg. %d123) would cause RoundScalarWithFormatT() return incorrect value.
2021-03-05 18:27:35 +01:00
8ee77f1b65 Widgets: Sliders: Skip custom stb_sprintf.h format flags (', #, _) in RoundScalarWithFormatT() as they break ImAtof()/ImAtoi() and cause Drag*()/Slider*() widgets display incorrect values. (#3604)
Widgets: Sliders: Fix a bug where numbers after format specifier (eg. %d123) would cause RoundScalarWithFormatT() return incorrect value.
2021-03-05 18:06:54 +01:00
fdebb2e093 Internals: removed HoveredRootWindow, tweak IsWindowHovered(). 2021-03-05 15:56:59 +01:00
f5bc5e8630 Freetype: Enable FreeType bitmap glyphs. (#3879) 2021-03-05 14:25:27 +01:00
ee643b2ad9 IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using either... (#3851, #1370)
...when the hovered location is located within a child window, e.g. InputTextMultiline().
This is intended to have no side effects, but brace yourself for the possible comeback..
This essentially makes IsItemHovered() not accept hover from child windows, but EndChild/EndGroup are forwarded.
More or less should fix/revert c76f014292 which was a revert of 344d48be3
2021-03-04 19:59:59 +01:00
b53b8f58df Demo: Use correct string formats on non-windows platforms.
(amended)
2021-03-04 18:40:46 +01:00
3e6dfd3c1a ImDrawList: AddImageRounded() compare texid from cmdheader as with other functions. + Made the ImGuiMemAllocFunc / ImGuiMemFreeFunc consistent with our other typedefs (#3836) 2021-03-04 14:29:01 +01:00
8dd692c29c Android: Amend backend and examples with minor consistency tweaks. (#3446) 2021-03-04 11:07:03 +01:00
fb85c0341b Add Android backend and example (#3446) 2021-03-04 10:35:44 +01:00
d8c88bd943 Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
ImSpanAllocator: Support for alignment.
2021-03-04 09:52:03 +01:00
1ddaff83d8 Demo: Tweak inputs display. 2021-03-03 18:45:52 +01:00
662535f357 Backends: DX9: Fix handling of colored textures (#3844, #3868) 2021-03-03 18:34:07 +01:00
25679a411e Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865) 2021-03-02 18:23:08 +01:00
4537d98d46 Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3369, #3844) 2021-03-02 15:04:34 +01:00
eb57484935 Backends: DX9: add missing IMGUI_USE_BGRA_PACKED_COLOR support. Remove dinput.h headers. (#3844) 2021-03-02 15:04:34 +01:00
23ab4978e4 ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369, #3844) 2021-03-02 15:04:34 +01:00
cdf1926f21 Fix a typo in the demo text (#3840) 2021-02-25 13:33:47 +01:00
5aaab7424f Update FAQ.md 2021-02-25 13:10:02 +01:00
760c394707 Added links to Discussions. Closed Discord, yeah! (#2748) 2021-02-25 00:47:37 +01:00
3776ba565f Internals: TabBar: minor tweaks and renaming. 2021-02-24 19:40:15 +01:00
6f4b9c65ae Added commentary about DLL boundaries. Added GetAllocatorFunctions(). Tidying up. (#3836) 2021-02-24 19:38:39 +01:00
3f5bb5939a Examples: Fix MinGW detection in makefiles. Fix example_null build due to missing IME input libs. (#2590) 2021-02-24 17:18:53 +01:00
9b32f7bf2d Fix example_null Makefile for Mingw (#2590) 2021-02-22 14:44:06 +01:00
edf135c18d Win32+MinGW: Re-enabled IME functions by default even under MinGW. (#2590, #738) 2021-02-22 14:39:44 +01:00
ece854564a Log/Capture: Added LogTextV, a va_list variant of LogText. (#3828) 2021-02-22 11:58:51 +01:00
a8f76c23a4 Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible area (e.g. when window is collapsed and moved in a corner)to facilitate moving the window away. (#3825) 2021-02-18 17:23:10 +01:00
0ecdf8167c DragScalar: Fixed crash when using DragScalar() directly with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369] 2021-02-18 16:12:41 +01:00
c154629152 Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() helper. (#2766, #3447)
Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi.
2021-02-18 16:04:11 +01:00
6a161b8789 Examples: Reworked setup of clear color to be compatible with transparent values. (#2693, #2764, #2766, #2873, #3447, #3813, #3816) 2021-02-18 11:38:41 +01:00
bda12e5fdd Backends: Rework blending equation to preserve alpha in output buffer accross all backends. (#2693, #2764, #2766, #2873, #3447, #3813, #3816)
Some of the viewport ideas from #2766 are not in there yet (e.g. Vulkan: setting compositeAlpha based on cap.supportedCompositeAlpha)
2021-02-18 11:38:41 +01:00
27a5bdb916 Backends: Win32: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
+ Added other helpers for reference (unused currently, other features will want them)
2021-02-17 19:41:41 +01:00
fb15d8c858 Improve on automatic circle segment count calculation. (#3808) Amends 2021-02-17 14:22:31 +01:00
f107693d9b Improve on automatic circle segment count calculation. (#3808) 2021-02-17 12:55:39 +01:00
b47aa46d81 Tables: TableSetupColumn() user id uses ImGuiID as intended (typedef ImU32). internals: added GetCurrentTable(), LeftMostEnabledColumn. Demo/docs tweaks. 2021-02-17 12:18:22 +01:00
9576dfd5e7 CI: Use workflow_run to trigger scheduled builds and static analysis.
Scheduled builds now are triggered by a dummy "scheduled" workflow that is invoked by the timer. This gives forks an ability to disable scheduled builds while maintaining ability to perform CI builds in forked repository. Similarly static analysis is invoked on completion of "build" workflow, ensuring analysis is performed with every build. Also should build workflow triggers change, we do not need to replicate same changes in static analysis workflow file.
2021-02-16 14:39:16 +01:00
30b7545841 Version 1.82 WIP 2021-02-15 18:10:14 +01:00
61b19489f1 Made a change to CalcWindowSizeAfterConstraint() which MSVC optimizer seems to trip on. (read on)
We seldomly modify a local ImVec2 passed as parameter. This should be perfectly legal but libigl stumbled on a what may be a MSVC optimizer bug?
Only seven function in the codebase modify as 'ImVec2 parameter' but this is the only static one (and fairly small that is) which may tempt optimizer to perform optimizations over caller-callee boundaries?
While we can't explain it fully yet and I assume it may haunt us back someday. Might also be chain reaction from some unobvious UB but can't see it right now...
Link: https://github.com/libigl/libigl/issues/1669
2021-02-12 16:34:22 +01:00
4df57136e9 Version 1.81 2021-02-10 21:16:58 +01:00
647a308ad3 Backends: GLFW: Add ImGui_ImplGlfw_InitForOther() instead of ImGui_ImplGlfw_InitForWebGPU() so it can be used for e.g. DX11. (#3632)
Amend dff0044
2021-02-10 17:27:33 +01:00
f14042ca78 Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
Viewports: Backport a few constructs from 'docking' branch.
Viewports: Added ImGuiViewportFlags_IsPlatformWindow, ImGuiViewportFlags_IsPlatformMonitor, ImGuiViewportFlags_OwnedByApp (none of them were in docking branch yet). ImGuiViewportFlags_IsPlatformMonitor is merely there to convey future intent, not yet used.
Reduce uses of io.DisplaySize.
MainMenuBar: Backport work area handling code from 'docking' branch.
Metrics: Backported "Viewports" debug visualizer from 'docking' branch.
Demo: Rework 'Examples->Fullscreen Window'.
Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
2021-02-10 16:09:53 +01:00
3b4d3a9b73 Simplify CI scripts (#3764)
* Deps paths through https://docs.github.com/en/actions/reference/workflow-commands-for-github-actions#setting-an-environment-variable
* Use heredocs for pasting source code
* Remove fetch-depth arg, it's the default
* Merge the `brew install`s, it's simpler and maybe even faster
2021-02-10 16:08:46 +01:00
56f7bdae99 ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert. Fixed PathArcToFast() handling of a_min > a_max. 2021-02-08 16:37:51 +01:00
03038df1cc ImDrawList: fix divide by zero (for which result was unused but triggering on some archs/setup) added by f144c67676 (#3738) 2021-02-08 14:03:24 +01:00
b898281e3c Demo: Added 'Examples->Fullscreen Window' demo. (#3789) + repack and zero-clear ImDrawData. 2021-02-05 15:44:10 +01:00
58a0a7058c Backends: Using SetTexID() consistently instead of assigning to ->TexID. May make the later obsolete eventually. 2021-02-03 18:30:26 +01:00
82a9b599ab Backend: webgpu: Fixes blending issue on Chrome 90+ and makes backend forward compatible with Emscripten 2.0.14 (#3632, #3770) 2021-02-03 16:35:11 +01:00
03d74a293d ListBox: renamed ListBoxHeader>BeginListBox, ListBoxFooter>EndListBox. Added demo bits. 2021-02-03 16:33:22 +01:00
6f6d4e0b70 ListBoxHeader: In version taking height in number of items, made vertical padding consistent regardless of if (items_count <= height_in_items) or not.
Demo: Tweaks.
2021-02-03 15:07:14 +01:00
e5cbf60def ListBox: tweaked default height calculation. simplifying code internally (rework passing of full rect). Should have no visible side-effects + misc comments. 2021-02-03 14:54:56 +01:00
90a518c501 Fixed typos (#3782) 2021-02-03 12:37:32 +01:00
d1a9efdd8f InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. Multiline: Fixed padding/cliprect not matching single-line version. (#3781)
Fixed FramePadding.y worth of vertical offset when aiming with mouse.
2021-02-02 16:30:57 +01:00
a3f0393351 Menus: Fixed an issue with child-menu auto-sizing (issue introduced by 6af92b0) (#3779) 2021-02-02 13:06:51 +01:00
929563c3a7 Log/Capture: Fixes for handling \n in strings. Improve the look of various widgets. Added LogSetNextTextDecoration helper. Fixup/amend dbaf74d75.
For now removed LogRenderedTextNewLine() - it is eventually desirable but currently carries too much ambiguities, so reverted until we have a better system and test suite.
2021-02-02 12:29:58 +01:00
dbaf74d758 Log/Capture: Fix various new line/spacing issue by using same render text position when there are both RenderText and LogRenderedText call in widget code.
Also Buttons are now enclosed in bracket
2021-02-02 09:38:57 +01:00
9d576a96a5 Tables: added internal TableSetColumnEnabled() helper. Comments. 2021-02-02 09:23:40 +01:00
4dec436161 SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) 2021-02-01 17:34:16 +01:00
24be26e00e imgui_freetype: Add support for colored glyphs. Font: add support for untinted glyphs (#3369)
Amend 9499afd with missing static inline.
2021-02-01 16:32:26 +01:00
24aa6654df imgui_freetype: add support for colored glyphs with ImGuiFreeTypeBuilderFlags_LoadColor (#3369)
(squashed 4 commits)
2021-02-01 16:32:23 +01:00
4622fa4b66 Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. (#3776)
his is in order for text wrapping to have enough space when provided width precisely calculated with CalcTextSize().x. Amend 7b0bf230.
Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but variety of code is currently on it so we are first fixing current behavior before we'll eventually change it.
2021-02-01 12:49:18 +01:00
9499afdf5e imgui_freetype: clarify breaking changes, and add BuildFontAtlas() to be consistent with planned obsolescence. Rename mislabelled internal helper. Demo: clarify labels in nested table demo. (#3765) 2021-01-28 20:53:53 +01:00
dff0044d4e Backends, Examples: Added support for WebGPU and corresponding example. Amend 5853fbd (#3632) 2021-01-28 15:40:31 +01:00
5853fbd68b Backends, Examples: Added support for WebGPU and corresponding example (#3632)
(Squashed 11 commits)
2021-01-28 11:37:46 +01:00
6487860aae Backends: Vulkan: Rework support for custom function/symbol loader (#3759, #3227), add ImGui_ImplVulkan_LoadFunctions (amend 6001c54)
Making it a separate function allows to use/test this with our examples or any code using the VulkanH helper called before ImGui_ImplVulkan_Init()
2021-01-27 13:43:49 +01:00
6001c54598 Backends: Vulkan: Support for custom function/symbol loader (#3759, #3227)
- It adds an optional feature to support dynamic linkage of Vulkan instead of using default linkage.
 - It is now possible to have several potentially working implementation and whenever the Vulkan library was available it can work.
2021-01-27 12:54:51 +01:00
066406b9be Backends: OSX: Fix mouse position not being reported when mouse buttons other than left one are down. (#3762)
# Conflicts:
#	docs/CHANGELOG.txt
2021-01-27 12:44:42 +01:00
e28b51786e Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760) rework local stacks to facilitate modifying current value without altering the stack.
May consider doing the same for ItemFlags and moving to g.ItemFlags...
2021-01-27 12:35:57 +01:00
3867c6c5f0 Fonts: (Breaking) Rename ImGuiFreeType:: flags to ImGuiFreeTypeBuilderFlags_XXX. Remove ImGuiFreeType::BuildFontAtlas() flags. Rename ImFontConfig::RasterizerFlags to FontBuilderFlags. Add ImFontBuilderIO (opaque). Amend 53d59f3 with a dozen of small fixes. 2021-01-26 17:25:09 +01:00
9417acc20f Fonts: if IMGUI_ENABLE_FREETYPE, use library by default for font rasterization
Also renamed IMGUI_DISABLE_STB_TRUETYPE to IMGUI_ENABLE_STB_TRUETYPE
2021-01-26 17:23:11 +01:00
6b32d0ebc7 Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no close button in the window. (#3731) 2021-01-26 16:07:41 +01:00
a8d2d8ee97 Fixed uninitialized variable, amend f3f2578. (#3753) 2021-01-26 15:26:41 +01:00
f3f2578e8f Internals: Added context hook removal support (#3580, #3626, #3753) 2021-01-26 15:24:01 +01:00
f139846750 Backends: Win32: dynamically load XInput library (amends) (#3646, #3645, #3248, #2716) 2021-01-25 16:30:44 +01:00
633d1033af Backends: Win32: dynamically load XInput library (#3646, #3645, #3248, #2716) 2021-01-25 16:30:44 +01:00
2ed47e5822 Version 1.81 WIP 2021-01-25 16:30:44 +01:00
695a4bd1a9 Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) 2021-01-25 15:11:43 +01:00
f144c67676 ImDrawList: fixed AddCircle, AddCircleFilled buffer read overflow with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738)
Amend 051ce076. Maximum cached count becomes 63 instead of 64.
2021-01-25 14:59:09 +01:00
58075c4414 Version 1.80 2021-01-21 20:36:18 +01:00
5178c3ce21 Tables: added ImGuiTableFlags_NoHostExtendX instead of using outer_size.x == 0.0f. Changed default outer_size to (0.0f, 0.0f). (#3605) 2021-01-21 16:20:31 +01:00
3b409d2b68 BeginChild: half-fixed child window name longer than 255 conflicting, merely raised the limit by using our shared large buffer. Comments. 2021-01-21 12:36:47 +01:00
6737037743 Tab Bar: fix 0ea4408 (#3414) 2021-01-20 19:35:10 +01:00
74b3b7cf58 Added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). (#3737)
+ Offset ImGuiTableColumnFlags values.
2021-01-20 19:18:03 +01:00
dc0f3d982c DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value + disabled experimental click-to-input on DragXXX functions. (#3737) 2021-01-20 18:36:21 +01:00
ae0d2dd614 Tables: rework submission of content size and ideal content size to outer window (now using IdealMaxPos introduced in 6af92b0).
See Tests suite "table_reported_size_outer".
2021-01-20 11:38:46 +01:00
f379dc28a3 ImBitArray: Rename ClearBits() to ClearAllBits() and add SetAllBits(). ImBitArraySetBitRange work on range [n..n2) instead of [n..n2] 2021-01-20 11:33:59 +01:00
3fef132f62 Tables: Clear scroll value when reactivating scroll. Assert when passing width/weight to TableSetupColumn() without an explicit sizing policy at either table or column label.
Clearing scroll was initially made desirable by tests exhibiting side effects but generally feels saner.
table->UserOuterSize is poorly used in this commit but will be by subsequent commits.
2021-01-19 21:55:28 +01:00
0ea4408fd4 Tab Bar: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. Followup to afa01d8. (#3414)
+ minor Table rename
2021-01-15 22:52:47 +01:00
6af92b05bf Internals: Layout: maintain two content sizes, optionally writing to IdealMaxPos to distinguish used from ideal size, later is used for auto-fit. Unused in this commit, should be no-op. (#3414)
# Conflicts:
#	imgui.cpp
2021-01-15 22:52:42 +01:00
6470681d87 Use GitHub URL for Tracy Profiler. (#3721) 2021-01-15 22:39:27 +01:00
4d419d1211 Tables: fixed ColumnsAutoFitWidth for resizable fixed columns reporting ideal width. 2021-01-15 17:48:36 +01:00
3e712631da Tables: more moving of code in EndTable(), should have no side-effect. 2021-01-15 14:20:24 +01:00
626e3e2b3b Tables: fix reported inner-width for scrolling tables off by a small padding amount + moved code.
Makes not much difference for inner-scrolling but makes a difference when reported to outer-window.
2021-01-15 12:40:40 +01:00
3edfc042ff Tables: Internals: Renaming, tweaks preparing ahead for trickier changes (should be all no-op). 2021-01-15 11:11:16 +01:00
9e281c12a8 Tables: Fixed very small tables edge cases: inverted clip rect with freezing + scroll, missing borders. 2021-01-14 19:16:06 +01:00
b0db741770 Demo tweaks. Moved Tabs to Widgets section. Added to Tables demo. Increased version following 00b35c08. 2021-01-14 11:59:33 +01:00
00b35c081e Tables: (breaking) removed ImGuiTableColumnFlags_WidthAuto which now can be expressed as _Fixed + _NoResize. WidthRequest gets updated when RequestOutputMaskByIndex is set rather than Visible. 2021-01-13 18:42:02 +01:00
8cea3e3ed3 Tables: fixed border straying out of rect when using ImGuiTableFlags_NoBordersInBody with small height. 2021-01-13 12:24:55 +01:00
002ba1a69f Tables: comments, tweak. CollapsingHeader: comments. (#3715) 2021-01-13 10:07:59 +01:00
feaa7ea003 Examples: Emscripten: Amend ba636c5. (#3705) 2021-01-11 18:46:23 +01:00
0f14dd9781 Examples: Emscripten: Add 'make serve' helper, move output to web/ folder. (#3705) 2021-01-11 18:46:23 +01:00
31a2f0c164 Tables: fixed outer_width misreported to layout for use with SameLine when ScrollY is set but not ScrollX (#3704, #3414) 2021-01-11 11:31:50 +01:00
e485d451d1 Backends: DX12: improve Windows 7 compatibility (#3696)
- Attempt to load d3d12.dll from local D3D12On7 paths before falling back to System32
- Do not statically import D3D12SerializeRootSignature
2021-01-11 11:07:43 +01:00
36535514d5 Backends: DX12: Fix warning (#3706). Disable obsolete Tables enums, leave them commented out. Using _MSVC_LANG to enable offsetof() and static_assert() on VS2015.3+ 2021-01-11 10:54:52 +01:00
e18abe3619 Tables: (Breaking) Added ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp. Removed ImGuiTableFlags_SameWidths.
Simplified some code and clariffied that currently non-resizable = always revert to default (while waiting to untangle Fixed vs Auto and programmatic override not going through TableSetupColumn)
Whereas ImGuiTableFlags_SameWidths has some unusual handling of mixed Fixed/Stretch columns, we know treat them separately.
2021-01-08 18:40:52 +01:00
0e3ba37e6d Tables: Tidying up. Shuffle some columns fields to facilitate debugging + comments + demo tweaks + metrics highlight. 2021-01-08 18:32:18 +01:00
414f82254b Tables: (Breaking) rename ImGuiTableFlags_SizingPolicyFixed > ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch > ImGuiTableFlags_SizingStretchSame in prevision for new policies. 2021-01-08 18:10:55 +01:00
8b5f3798e0 Tables: Moved demo chunks. Made right-most non-resizable same-width column hidden to alleviate the issue where they are off by 1 pixel. 2021-01-07 17:11:18 +01:00
94a432275b ImDrawList: Internals: Add ability to scale anti-alias fringe. This enable users to keep geometry sharp while scaling vertex buffer content. 2021-01-05 16:34:11 +01:00
9bcf77eb81 Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034) + fix some PVS warnings, fix typo, blanks.
Amend e28b1078
2021-01-04 19:15:20 +01:00
7d5d5711c2 Backends: OpenGL2, OpenGL3: Backup and restore GL_SHADE_MODAL, GL_STENCIL_TEST, clear GL_NORMAL_ARRAY. Comments., (#3671, #3668) 2021-01-03 17:01:54 +01:00
0a5f399805 Tables: Fix hiding column right after the frozen line. Fix hovering/resising column delimiter scrolled under frozen columns. (#3678) 2021-01-03 15:45:56 +01:00
1c1d3b7ab5 Added 64-bit variants of CheckboxFlags() in imgui_internal.h. Improve assert on mismatched ListBoxFooter() call. Fix FAQ index. (#3687) 2021-01-03 15:45:56 +01:00
8ec5daf35d Happy new year! 2021-01-03 15:42:32 +01:00
fa963b9aaf Inputs: Internal: added SetItemUsingMouseWheel() and mechanism to request mouse wheel for both HoveredId and ActiveId. (#2891)
Based on @kudaba PR.
2020-12-25 18:22:34 +01:00
eb88fee052 Tables: internal tidying up, calculate WidthAuto in first loop of layout + TableSetupColumn() with unspecified stretch weight leaves it at -1.0f (unset) rather than overrding default. Amend 3b3503e.
Both changes are intended to have no side-effects. Committed separately from upcoming commit for easier future bissecting.
Small demo fix.
2020-12-25 16:30:44 +01:00
68faa16e1d Tables: report auto-fit width in EndTable(), extracted TableGetColumnWidthAuto(). fix minor flickering with IsPreserveWidthAuto (which is a debug feature still), moved some code. 2020-12-25 15:52:42 +01:00
3573195112 Tables: (breaking) rename ImGuiTableFlags_ColumnsWidthStretch > ImGuiTableFlags_SizingPolicyStretch, ImGuiTableFlags_ColumnsWidthFixed > ImGuiTableFlags_SizingPolicyFixed in prevision for other policies. 2020-12-24 18:32:27 +01:00
b015ea93fd Style tweaks, disabled default window rounding by default, reduced size of resize grip, made less prominent, increased WindowBg alpha in classic style.
TestEngine: Fixed Checkbox() not reporting its checkable state when clipped.
2020-12-24 18:31:51 +01:00
3fbb928c9f Tables: explicit/custom width in TableSetupColumn() is reapplied when table or column becomes not resizable. Comments. 2020-12-23 12:14:55 +01:00
956435768f Tables: (breaking) renamed ImGuiTableColumnFlags_WidthAutoResize to _WidthAuto., default to WidthFixed policy when host window has auto-resize.
Fix edge case with TableSetColumnWidth on small windows (amend 972ca816)
2020-12-23 11:39:15 +01:00
d497f112e7 Tables: simplified and tidying up TableSetColumnWidth(), fixes resizing a fixed column surrounded by stretch column (manually or via auto-fit menu). TableHeader() showing highlighted when held. 2020-12-22 17:13:11 +01:00
972ca8166f Tables: extracted code for TableGetMaxColumnWidth(), fixing "stuck" resize being lossy as it used an older calculation for it and didn't honor e.g. _NoKeepColumnsVisible 2020-12-22 16:40:52 +01:00
1aa59f90d0 Minor API comments and tweaks, standardize index used in imgui.h. Tables: tweaked TableSetupColumn() assert to use IM_ASSERT_USER_ERROR(). 2020-12-22 15:30:26 +01:00
2e48c2da81 Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018) + tables tweaks. 2020-12-21 19:42:37 +01:00
4d8e839ddf Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(), ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). (#3127, #3664, #3665)
Renamed corresponding internal functions as well.
2020-12-21 17:13:36 +01:00
550bfcfc59 Amend defce31 Add ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() (#3127, #3664, #3665) 2020-12-21 16:30:10 +01:00
defce31c2e Add ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() (#3127, #3664, #3665) 2020-12-21 16:25:14 +01:00
a640698123 Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) 2020-12-21 15:53:42 +01:00
ae63d56426 Tables: remove ImGuiTableFlags_NoHeadersWidth since it is so rarely used and can be specified on a per-column basis. 2020-12-18 19:03:47 +01:00
532aa5a69b Tables: (breaking) change outer_size.x default value to -FLT_MIN, make outer_size.x == 0.0f act as ImGuiTableFlags_NoHostExtendX (#3605, ad83976b) when no scrolling and no stretch column. Which is more consistent.
Demo: moved "Compact table" to "Padding" section, makes more sense. Tweaked demo.
2020-12-18 17:51:50 +01:00
22ace4438c Tables: clarify assumption that rendering of bg/borders in bg0/bg1 are cpu-clipped allowing frozen/unfrozen to share drawcmd + remove offset on outer borders of scrolling tables. 2020-12-18 14:33:16 +01:00
30468829c2 Tables: Internal: Maintain InnerRect to further clarify some code. Renamed Bg1 fields to Bg2 (used by Selectable) as the other handles Bg0+Bg1. 2020-12-18 14:32:51 +01:00
ad83976b35 Tables: Added ImGuiTableFlags_NoHostExtendX (#3605) marked as WIP, will probably rename.
Moved some code from BeginTable() to TableUpdateLayout() to late latch some of the required data.
2020-12-18 14:32:51 +01:00
c4dbab8f5e Tables: reset all width apply to hidden stretch columns. Comments. 2020-12-16 17:12:21 +01:00
1fb26d18c4 Tables: fixed seemingly unnecessarily copy of ImGuiTableColumnFlags_NoDirectResize_ which broken resizing from W3| in a F1 W3 F2 setup. Header only allow overlap on hover, not when active (amend f2df804f)
Otherwise TableUpdateBorders() tends to override mouse cursor.
2020-12-16 15:43:51 +01:00
892b48e2d6 Tables: Lock contents width while resizing down an horizontal scrolling table. Headers declare ideal width regardless of clipping. Misc comments. 2020-12-16 13:04:49 +01:00
bd899efbd0 Tables: fixed "resize to default" of multiple stretch column (added 3b3503e, broken 7a61f340).
Fixed a warning.
Storing RightMostStretchedColumn column for resizing code.
Avoid clearing RightMostEnabledColumn in BeginTable() so resizing code can potentially use it.
(Added regression tests for resize all to default imgui_dev)
2020-12-14 15:49:20 +01:00
f2df804fcc Tables: four small fixes.
Fixed last item flags leaking to disabled column, affecting IsItemHovered(). (#3651).
Validate and fix invalid DisplayOrder data from ini file.
Allow TableHeaderRows() to function will missing TableSetupColumn() calls.
Made TableHeader() use AllowItemOverlap mode to allow submit subsequent item in same cell, since it covers the whole cell area.
2020-12-13 19:57:19 +01:00
738606a294 Tables: added ImGuiTableFlags_SortTristate. Renamed ImGuiTableFlags_MultiSortable to ImGuiTableFlags_SortMulti. Removed now unused FlagsIn storage. 2020-12-11 23:01:09 +01:00
cad8935bfd Tables: revert setting colum cliprect.max.x to WorkMax.x instead of Max.x at it complicates header code. Fix clipped sort arrow. (amend 17536f9a) 2020-12-11 21:31:55 +01:00
bff1836922 Internals: added facility to hide windows from render without interfering with the HiddenFramesCanSkipItems/HiddenFramesCannotSkipItems fields which have effects on layout. Compact some fields.
Ideally we'd have a simpler system but it's not easy to make the capture system change to hook at the right spot. Will rework.
2020-12-11 14:37:58 +01:00
1ad5502f18 Tables: Closer to zero-clear constructor. Lazily clearing name offsets to avoid an iteration in BeginTable(). Removed unused TableSetColumnIsEnabled(), signature went faulty anyway. 2020-12-10 19:45:20 +01:00
76964a27ce Tables: moved TableNextRow(), TableBeginRow(), TableEndRow(), TableNextColumn(), TableBeginCell(), TableEndCell() to their own section. 2020-12-10 18:39:37 +01:00
e6b875c09b Tables: Ditch old columns flags/setting if not called again. Displaying right-most border when using _SameWidths. Moving Width-related functions to their own section.
Effectively removed the TableFixColumnFlags() in first loop of TableUpdateLayout() to replace it with similar one but only when column not declared. I think this should be the right thing.
2020-12-10 18:33:33 +01:00
3346544cf5 Examples: Fix batch files (amend b1a18d82, #3513), standardize them + DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe. 2020-12-09 18:28:02 +01:00
17536f9add Tables: more consistent use of CellPadding.x*2 and clip-rect on right-most side of non-bordered column + fix cellbg for standalone TableHeader call.
Using CellPadding.x on both sides when BorderV is off, generally most consistent and with default value (4,2) promotes at-glance visible spacing between non-bordered columns. Effectively double horizontal padding on non-bordered columns.
Made ClipRect.Max.x matches WorkMaxX which is where we'd like to go for windows themselves.
TableHeader() submit single cell bg color if not already submitted as a full header row.
Misc comments/docs updates.
2020-12-09 15:13:09 +01:00
155 changed files with 12726 additions and 13249 deletions

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@ -1,6 +1,8 @@
# See http://editorconfig.org to read about the EditorConfig format.
# - Automatically supported by VS2017+ and most common IDE or text editors.
# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# - In theory automatically supported by VS2017+ and most common IDE or text editors.
# - In practice VS2019 stills gets trailing whitespaces wrong :(
# - Suggest install to trim whitespaces: https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# top-most EditorConfig file
root = true

View File

@ -4,7 +4,7 @@
2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).

View File

@ -1,10 +1,18 @@
name: build
on:
push: {}
pull_request: {}
schedule:
- cron: '0 9 * * *'
push:
pull_request:
workflow_run:
# 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:
Windows:
@ -12,21 +20,19 @@ jobs:
env:
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
# Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory.
SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\
VULKAN_SDK: ..\..\vulkan-sdk-1.1.121.2\
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v2
- name: Install Dependencies
shell: powershell
run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.0.10-VC\SDL2-2.0.10\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV}
- name: Fix Projects
shell: powershell
@ -55,24 +61,33 @@ jobs:
- name: Build example_null (single file build)
shell: bash
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
- name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
shell: bash
run: |
echo '#define IMGUI_DISABLE_WIN32_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_WIN32_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
- name: Build example_null (as DLL)
shell: cmd
run: |
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
echo #ifdef _EXPORT > example_single_file.cpp
echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp
echo #else >> example_single_file.cpp
@ -80,6 +95,7 @@ jobs:
echo #endif >> example_single_file.cpp
echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp
echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
@ -90,22 +106,22 @@ jobs:
- name: Build Win32 example_glfw_opengl3
shell: cmd
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
shell: cmd
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
shell: cmd
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
shell: cmd
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
shell: cmd
@ -114,7 +130,7 @@ jobs:
- name: Build Win32 example_sdl_directx11
shell: cmd
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
shell: cmd
@ -127,12 +143,12 @@ jobs:
- name: Build Win32 example_win32_directx11
shell: cmd
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
shell: cmd
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
shell: cmd
@ -145,17 +161,17 @@ jobs:
- name: Build x64 example_sdl_vulkan
shell: cmd
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
shell: cmd
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
shell: cmd
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
shell: cmd
@ -164,17 +180,17 @@ jobs:
- name: Build x64 example_win32_directx9
shell: cmd
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
shell: cmd
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
shell: cmd
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
shell: cmd
@ -183,14 +199,12 @@ jobs:
Linux:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v2
- name: Install Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev
sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev libvulkan-dev
- name: Build example_null (extra warnings, gcc 32-bit)
run: |
@ -219,82 +233,119 @@ jobs:
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with ImWchar32)
run: |
echo '#define IMGUI_USE_WCHAR32' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_USE_WCHAR32
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with large ImDrawIdx)
- name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
run: |
echo '#define ImDrawIdx unsigned int' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define ImTextureID void*
#define ImDrawIdx unsigned int
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
run: |
echo '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_METRICS_WINDOW)
run: |
echo '#define IMGUI_DISABLE_DEMO_WINDOWS' > example_single_file.cpp
echo '#define IMGUI_DISABLE_METRICS_WINDOW' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_DEMO_WINDOWS
#define IMGUI_DISABLE_METRICS_WINDOW
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
run: |
echo '#define IMGUI_DISABLE_FILE_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_FILE_FUNCTIONS
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
run: |
echo '#define IMGUI_USE_BGRA_PACKED_COLOR' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_USE_BGRA_PACKED_COLOR
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
run: |
echo 'struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };' > example_single_file.cpp
echo 'struct MyVec4 { float x; float y; float z; float w;' >> example_single_file.cpp
echo 'MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };' >> example_single_file.cpp
echo '#define IM_VEC2_CLASS_EXTRA \' >> example_single_file.cpp
echo ' ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \' >> example_single_file.cpp
echo ' operator MyVec2() const { return MyVec2(x, y); }' >> example_single_file.cpp
echo '#define IM_VEC4_CLASS_EXTRA \' >> example_single_file.cpp
echo ' ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \' >> example_single_file.cpp
echo ' operator MyVec4() const { return MyVec4(x, y, z, w); }' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };
struct MyVec4 { float x; float y; float z; float w;
MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
operator MyVec2() const { return MyVec2(x, y); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
operator MyVec4() const { return MyVec4(x, y, z, w); }
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#define IMGUI_DISABLE_DEMO_WINDOWS' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#define IMGUI_DISABLE_DEMO_WINDOWS
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
@ -302,42 +353,50 @@ jobs:
- name: Build 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
run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule'
if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
- name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
run: g++ -c -I. -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
MacOS:
runs-on: macOS-latest
runs-on: macos-latest
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v2
- name: Install Dependencies
run: |
brew install glfw3
brew install sdl2
brew install glfw3 sdl2
- name: Build example_null (extra warnings, clang 64-bit)
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
@ -345,7 +404,7 @@ jobs:
- name: Build 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
run: make -C examples/example_glfw_metal
@ -355,7 +414,7 @@ jobs:
- name: Build 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
run: make -C examples/example_sdl_opengl3
@ -367,11 +426,9 @@ jobs:
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
iOS:
runs-on: macOS-latest
runs-on: macos-latest
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v2
- name: Build example_apple_metal
run: |
@ -381,9 +438,7 @@ jobs:
Emscripten:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- uses: actions/checkout@v2
- name: Install Dependencies
run: |
@ -400,17 +455,34 @@ jobs:
popd
make -C examples/example_emscripten_opengl3
- name: Build example_emscripten_wgpu
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_emscripten_wgpu
Android:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v2
- name: Build example_android_opengl3
run: |
cd examples/example_android_opengl3/android
gradle assembleDebug
Discord-CI:
runs-on: ubuntu-18.04
if: always()
needs: [Windows, Linux, MacOS, iOS, Emscripten]
needs: [Windows, Linux, MacOS, iOS, Emscripten, Android]
steps:
- uses: dearimgui/github_discord_notifier@latest
with:
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
github-token: ${{ github.token }}
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-job-new-failure-message: ''
discord-job-fixed-failure-message: ''

15
.github/workflows/scheduled.yml vendored Normal file
View File

@ -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
on:
push: {}
pull_request: {}
workflow_run:
# Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here.
workflows:
- build
types:
- requested
jobs:
PVS-Studio:
@ -39,7 +43,7 @@ jobs:
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log
Discord-CI:
runs-on: ubuntu-18.04
@ -51,7 +55,7 @@ jobs:
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
github-token: ${{ github.token }}
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-job-new-failure-message: ''
discord-job-fixed-failure-message: ''

6
.gitignore vendored
View File

@ -26,6 +26,9 @@ ipch
*.VC.db
*.VC.VC.opendb
## Commonly used CMake directories
/build*/
## Xcode artifacts
project.xcworkspace
xcuserdata
@ -34,7 +37,8 @@ xcuserdata
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_emscripten_opengl3/example_emscripten_opengl3.*
examples/example_emscripten_opengl3/web/*
examples/example_emscripten_wgpu/web/*
## JetBrains IDE artifacts
.idea

View File

@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2020 Omar Cornut
Copyright (c) 2014-2021 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

View File

@ -9,12 +9,17 @@
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
@ -50,13 +55,23 @@
#pragma warning (disable: 4127) // condition expression is constant
#endif
// Data
static ALLEGRO_DISPLAY* g_Display = NULL;
static ALLEGRO_BITMAP* g_Texture = NULL;
static double g_Time = 0.0;
static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
static char* g_ClipboardTextData = NULL;
// Allegro Data
struct ImGui_ImplAllegro5_Data
{
ALLEGRO_DISPLAY* Display;
ALLEGRO_BITMAP* Texture;
double Time;
ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData;
ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
struct ImDrawVertAllegro
{
@ -68,7 +83,7 @@ struct ImDrawVertAllegro
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
{
// 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
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
@ -93,6 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
return;
// Backup Allegro state that will be modified
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
@ -156,9 +172,9 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
else
{
// Draw
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
al_draw_prim(&vertices[0], bd->VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
idx_offset += pcmd->ElemCount;
}
@ -174,6 +190,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplAllegro5_CreateDeviceObjects()
{
// Build texture atlas
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
@ -206,13 +223,13 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
return false;
// Store our identifier
io.Fonts->TexID = (void*)cloned_img;
g_Texture = cloned_img;
io.Fonts->SetTexID((void*)cloned_img);
bd->Texture = cloned_img;
// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
al_destroy_bitmap(mouse_cursor);
return true;
@ -220,42 +237,50 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
void ImGui_ImplAllegro5_InvalidateDeviceObjects()
{
if (g_Texture)
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->Texture)
{
al_destroy_bitmap(g_Texture);
ImGui::GetIO().Fonts->TexID = NULL;
g_Texture = NULL;
io.Fonts->SetTexID(NULL);
al_destroy_bitmap(bd->Texture);
bd->Texture = NULL;
}
if (g_MouseCursorInvisible)
if (bd->MouseCursorInvisible)
{
al_destroy_mouse_cursor(g_MouseCursorInvisible);
g_MouseCursorInvisible = NULL;
al_destroy_mouse_cursor(bd->MouseCursorInvisible);
bd->MouseCursorInvisible = NULL;
}
}
#if ALLEGRO_HAS_CLIPBOARD
static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
{
if (g_ClipboardTextData)
al_free(g_ClipboardTextData);
g_ClipboardTextData = al_get_clipboard_text(g_Display);
return g_ClipboardTextData;
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
return bd->ClipboardTextData;
}
static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
{
al_set_clipboard_text(g_Display, text);
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
al_set_clipboard_text(bd->Display, text);
}
#endif
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{
g_Display = display;
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
bd->Display = display;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
@ -267,7 +292,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
@ -304,18 +329,18 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
void ImGui_ImplAllegro5_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGui_ImplAllegro5_InvalidateDeviceObjects();
if (bd->VertexDecl)
al_destroy_vertex_decl(bd->VertexDecl);
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
g_Display = NULL;
g_Time = 0.0;
if (g_VertexDecl)
al_destroy_vertex_decl(g_VertexDecl);
g_VertexDecl = NULL;
if (g_ClipboardTextData)
al_free(g_ClipboardTextData);
g_ClipboardTextData = NULL;
io.BackendPlatformUserData = NULL;
io.BackendPlatformName = io.BackendRendererName = NULL;
IM_DELETE(bd);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@ -325,11 +350,12 @@ void ImGui_ImplAllegro5_Shutdown()
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
if (ev->mouse.display == g_Display)
if (ev->mouse.display == bd->Display)
{
io.MouseWheel += ev->mouse.dz;
io.MouseWheelH -= ev->mouse.dw;
@ -338,33 +364,46 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
return true;
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
if (ev->mouse.display == g_Display && ev->mouse.button <= 5)
if (ev->mouse.display == bd->Display && ev->mouse.button <= 5)
io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
return true;
case ALLEGRO_EVENT_TOUCH_MOVE:
if (ev->touch.display == g_Display)
if (ev->touch.display == bd->Display)
io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
return true;
case ALLEGRO_EVENT_TOUCH_BEGIN:
case ALLEGRO_EVENT_TOUCH_END:
case ALLEGRO_EVENT_TOUCH_CANCEL:
if (ev->touch.display == g_Display && ev->touch.primary)
if (ev->touch.display == bd->Display && ev->touch.primary)
io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
return true;
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
if (ev->mouse.display == g_Display)
if (ev->mouse.display == bd->Display)
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == g_Display)
if (ev->keyboard.display == bd->Display)
if (ev->keyboard.unichar != 0)
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
if (ev->keyboard.display == g_Display)
if (ev->keyboard.display == bd->Display)
io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
if (ev->display.source == bd->Display)
io.AddFocusEvent(false);
return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
if (ev->display.source == bd->Display)
{
io.AddFocusEvent(true);
#if defined(ALLEGRO_UNSTABLE)
al_clear_keyboard_state(bd->Display);
#endif
}
return true;
}
return false;
}
@ -375,11 +414,12 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
}
else
{
@ -394,27 +434,30 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
al_set_system_mouse_cursor(g_Display, cursor_id);
al_set_system_mouse_cursor(bd->Display, cursor_id);
}
}
void ImGui_ImplAllegro5_NewFrame()
{
if (!g_Texture)
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
w = al_get_display_width(g_Display);
h = al_get_display_height(g_Display);
w = al_get_display_width(bd->Display);
h = al_get_display_height(bd->Display);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
double current_time = al_get_time();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
// Setup inputs
ALLEGRO_KEYBOARD_STATE keys;

View File

@ -9,7 +9,8 @@
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -0,0 +1,187 @@
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
// Missing features:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-03-04: Initial version.
#include "imgui.h"
#include "imgui_impl_android.h"
#include <time.h>
#include <map>
#include <queue>
#include <android/native_window.h>
#include <android/input.h>
#include <android/keycodes.h>
#include <android/log.h>
// Android data
static double g_Time = 0.0;
static ANativeWindow* g_Window;
static char g_LogTag[] = "ImGuiExample";
static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
{
ImGuiIO& io = ImGui::GetIO();
int32_t event_type = AInputEvent_getType(input_event);
switch (event_type)
{
case AINPUT_EVENT_TYPE_KEY:
{
int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
int32_t event_action = AKeyEvent_getAction(input_event);
int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
switch (event_action)
{
// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
// goes up from a key. We use a simple key event queue/ and process one event per key per frame in
// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
case AKEY_EVENT_ACTION_DOWN:
case AKEY_EVENT_ACTION_UP:
g_KeyEventQueues[event_key_code].push(event_action);
break;
default:
break;
}
break;
}
case AINPUT_EVENT_TYPE_MOTION:
{
int32_t event_action = AMotionEvent_getAction(input_event);
int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
event_action &= AMOTION_EVENT_ACTION_MASK;
switch (event_action)
{
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_UP:
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
// but we have to process them separately to identify the actual button pressed. This is done below via
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
{
io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN);
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
}
break;
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
{
int32_t button_state = AMotionEvent_getButtonState(input_event);
io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
}
break;
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
break;
case AMOTION_EVENT_ACTION_SCROLL:
io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
break;
default:
break;
}
}
return 1;
default:
break;
}
return 0;
}
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{
g_Window = window;
g_Time = 0.0;
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = "imgui_impl_android";
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
return true;
}
void ImGui_ImplAndroid_Shutdown()
{
}
void ImGui_ImplAndroid_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
// Process queued key events
// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
for (auto& key_queue : g_KeyEventQueues)
{
if (key_queue.second.empty())
continue;
io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
key_queue.second.pop();
}
// Setup display size (every frame to accommodate for window resizing)
int32_t window_width = ANativeWindow_getWidth(g_Window);
int32_t window_height = ANativeWindow_getHeight(g_Window);
int display_width = window_width;
int display_height = window_height;
io.DisplaySize = ImVec2((float)window_width, (float)window_height);
if (window_width > 0 && window_height > 0)
io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
// Setup time step
struct timespec current_timespec;
clock_gettime(CLOCK_MONOTONIC, &current_timespec);
double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
}

View File

@ -0,0 +1,27 @@
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
// Missing features:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
struct ANativeWindow;
struct AInputEvent;
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();

View File

@ -5,12 +5,16 @@
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 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().
// 2019-05-29: 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.
@ -37,28 +41,44 @@
#endif
// DirectX data
static ID3D10Device* g_pd3dDevice = NULL;
static IDXGIFactory* g_pFactory = NULL;
static ID3D10Buffer* g_pVB = NULL;
static ID3D10Buffer* g_pIB = NULL;
static ID3D10VertexShader* g_pVertexShader = NULL;
static ID3D10InputLayout* g_pInputLayout = NULL;
static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10PixelShader* g_pPixelShader = NULL;
static ID3D10SamplerState* g_pFontSampler = NULL;
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
static ID3D10RasterizerState* g_pRasterizerState = NULL;
static ID3D10BlendState* g_pBlendState = NULL;
static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct ImGui_ImplDX10_Data
{
ID3D10Device* pd3dDevice;
IDXGIFactory* pFactory;
ID3D10Buffer* pVB;
ID3D10Buffer* pIB;
ID3D10VertexShader* pVertexShader;
ID3D10InputLayout* pInputLayout;
ID3D10Buffer* pVertexConstantBuffer;
ID3D10PixelShader* pPixelShader;
ID3D10SamplerState* pFontSampler;
ID3D10ShaderResourceView* pFontTextureView;
ID3D10RasterizerState* pRasterizerState;
ID3D10BlendState* pBlendState;
ID3D10DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
// Setup viewport
D3D10_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
@ -72,21 +92,21 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(g_pInputLayout);
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
ctx->VSSetShader(bd->pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(NULL);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
}
// Render function
@ -96,43 +116,44 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ID3D10Device* ctx = g_pd3dDevice;
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ID3D10Device* ctx = bd->pd3dDevice;
// Create and grow vertex/index buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = NULL;
ImDrawIdx* idx_dst = NULL;
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -141,14 +162,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unmap();
g_pIB->Unmap();
bd->pVB->Unmap();
bd->pIB->Unmap();
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
void* mapped_resource;
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
float L = draw_data->DisplayPos.x;
@ -163,7 +184,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
g_pVertexConstantBuffer->Unmap();
bd->pVertexConstantBuffer->Unmap();
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
@ -189,7 +210,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
DXGI_FORMAT IndexBufferFormat;
ID3D10InputLayout* InputLayout;
};
BACKUP_DX10_STATE old;
BACKUP_DX10_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
@ -237,7 +258,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
@ -267,6 +288,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
static void ImGui_ImplDX10_CreateFontsTexture()
{
// Build texture atlas
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
@ -291,7 +313,8 @@ static void ImGui_ImplDX10_CreateFontsTexture()
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != NULL);
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
@ -300,12 +323,12 @@ static void ImGui_ImplDX10_CreateFontsTexture()
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = desc.MipLevels;
srv_desc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
{
@ -319,15 +342,16 @@ static void ImGui_ImplDX10_CreateFontsTexture()
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX10_CreateDeviceObjects()
{
if (!g_pd3dDevice)
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return false;
if (g_pFontSampler)
if (bd->pFontSampler)
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
@ -369,7 +393,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
@ -382,7 +406,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
@ -397,7 +421,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
}
}
@ -422,7 +446,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
@ -439,11 +463,11 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOp = D3D10_BLEND_OP_ADD;
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
@ -454,7 +478,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.CullMode = D3D10_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
@ -468,7 +492,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX10_CreateFontsTexture();
@ -478,27 +502,31 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
void ImGui_ImplDX10_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
}
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -506,30 +534,38 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = NULL;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
g_pd3dDevice = device;
g_pFactory = pFactory;
bd->pd3dDevice = device;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
g_pd3dDevice->AddRef();
bd->pd3dDevice->AddRef();
return true;
}
void ImGui_ImplDX10_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplDX10_NewFrame()
{
if (!g_pFontSampler)
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}

View File

@ -5,7 +5,8 @@
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -5,12 +5,16 @@
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 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).
// 2019-07-21: 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.
@ -36,30 +40,46 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGIFactory* g_pFactory = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D11Buffer* g_pIB = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11RasterizerState* g_pRasterizerState = NULL;
static ID3D11BlendState* g_pBlendState = NULL;
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
// DirectX11 data
struct ImGui_ImplDX11_Data
{
ID3D11Device* pd3dDevice;
ID3D11DeviceContext* pd3dDeviceContext;
IDXGIFactory* pFactory;
ID3D11Buffer* pVB;
ID3D11Buffer* pIB;
ID3D11VertexShader* pVertexShader;
ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler;
ID3D11ShaderResourceView* pFontTextureView;
ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
@ -73,14 +93,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(g_pInputLayout);
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pVertexShader, NULL, 0);
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
ctx->VSSetShader(bd->pVertexShader, NULL, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(NULL, NULL, 0);
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
@ -88,9 +108,9 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
}
// Render function
@ -100,42 +120,43 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
// Create and grow vertex/index buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
@ -147,14 +168,14 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
ctx->Unmap(g_pVB, 0);
ctx->Unmap(g_pIB, 0);
ctx->Unmap(bd->pVB, 0);
ctx->Unmap(bd->pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
@ -169,7 +190,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
ctx->Unmap(g_pVertexConstantBuffer, 0);
ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
@ -197,7 +218,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
};
BACKUP_DX11_STATE old;
BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
@ -247,7 +268,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
@ -280,6 +301,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
@ -303,7 +325,8 @@ static void ImGui_ImplDX11_CreateFontsTexture()
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != NULL);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
@ -312,12 +335,12 @@ static void ImGui_ImplDX11_CreateFontsTexture()
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
{
@ -331,15 +354,16 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
if (!g_pd3dDevice)
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return false;
if (g_pFontSampler)
if (bd->pFontSampler)
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
@ -381,7 +405,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
@ -394,7 +418,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
@ -409,7 +433,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
}
}
@ -434,7 +458,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
@ -451,11 +475,11 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
@ -466,7 +490,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
@ -480,7 +504,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX11_CreateFontsTexture();
@ -490,27 +514,31 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -523,28 +551,37 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
g_pd3dDevice = device;
g_pd3dDeviceContext = device_context;
g_pFactory = pFactory;
bd->pd3dDevice = device;
bd->pd3dDeviceContext = device_context;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
g_pd3dDevice->AddRef();
g_pd3dDeviceContext->AddRef();
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
return true;
}
void ImGui_ImplDX11_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
if (!g_pFontSampler)
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}

View File

@ -5,7 +5,8 @@
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -7,14 +7,23 @@
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
// To build this on 32-bit systems:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 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.
// 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.
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
@ -40,40 +49,48 @@
#endif
// DirectX data
static ID3D12Device* g_pd3dDevice = NULL;
static ID3D12RootSignature* g_pRootSignature = NULL;
static ID3D12PipelineState* g_pPipelineState = NULL;
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
static ID3D12Resource* g_pFontTextureResource = NULL;
static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
struct FrameResources
struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
static FrameResources* g_pFrameResources = NULL;
static UINT g_numFramesInFlight = 0;
static UINT g_frameIndex = UINT_MAX;
template<typename T>
static void SafeRelease(T*& res)
struct ImGui_ImplDX12_Data
{
if (res)
res->Release();
res = NULL;
}
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState;
DXGI_FORMAT RTVFormat;
ID3D12Resource* pFontTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT numFramesInFlight;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
};
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
@ -118,8 +135,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
ctx->IASetIndexBuffer(&ibv);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->SetPipelineState(g_pPipelineState);
ctx->SetGraphicsRootSignature(g_pRootSignature);
ctx->SetPipelineState(bd->pPipelineState);
ctx->SetGraphicsRootSignature(bd->pRootSignature);
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup blend factor
@ -127,6 +144,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
ctx->OMSetBlendFactor(blend_factor);
}
template<typename T>
static inline void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
// Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
@ -136,8 +161,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1;
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->frameIndex = bd->frameIndex + 1;
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
@ -160,7 +186,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
return;
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
@ -183,7 +209,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
return;
}
@ -237,7 +263,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
if (r.right > r.left && r.bottom > r.top)
{
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
texture_handle.ptr = (UINT64)pcmd->GetTexID();
ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
@ -252,6 +280,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
@ -279,7 +308,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = NULL;
g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
@ -301,7 +330,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
ID3D12Resource* uploadBuffer = NULL;
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
@ -336,7 +365,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
ID3D12Fence* fence = NULL;
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0);
@ -348,15 +377,15 @@ static void ImGui_ImplDX12_CreateFontsTexture()
queueDesc.NodeMask = 1;
ID3D12CommandQueue* cmdQueue = NULL;
hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandAllocator* cmdAlloc = NULL;
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
ID3D12GraphicsCommandList* cmdList = NULL;
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
@ -387,21 +416,29 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
SafeRelease(g_pFontTextureResource);
g_pFontTextureResource = pTexture;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
SafeRelease(bd->pFontTextureResource);
bd->pFontTextureResource = pTexture;
}
// Store our identifier
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr;
// READ THIS IF THE STATIC_ASSERT() TRIGGERS:
// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
}
bool ImGui_ImplDX12_CreateDeviceObjects()
{
if (!g_pd3dDevice)
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
if (g_pPipelineState)
if (bd->pPipelineState)
ImGui_ImplDX12_InvalidateDeviceObjects();
// Create the root signature
@ -452,11 +489,37 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
ID3DBlob* blob = NULL;
if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
if (d3d12_dll == NULL)
{
// Attempt to load d3d12.dll from local directories. This will only succeed if
// (1) the current OS is Windows 7, and
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
// See https://github.com/ocornut/imgui/pull/3696 for details.
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
break;
// If failed, we are on Windows >= 10.
if (d3d12_dll == NULL)
d3d12_dll = ::LoadLibraryA("d3d12.dll");
if (d3d12_dll == NULL)
return false;
}
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == NULL)
return false;
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
ID3DBlob* blob = NULL;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
return false;
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
blob->Release();
}
@ -470,10 +533,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.pRootSignature = g_pRootSignature;
psoDesc.pRootSignature = bd->pRootSignature;
psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = g_RTVFormat;
psoDesc.RTVFormats[0] = bd->RTVFormat;
psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
@ -558,8 +621,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}
@ -592,7 +655,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.BackFace = desc.FrontFace;
}
HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
vertexShaderBlob->Release();
pixelShaderBlob->Release();
if (result_pipeline_state != S_OK)
@ -605,19 +668,19 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
SafeRelease(g_pRootSignature);
SafeRelease(g_pPipelineState);
SafeRelease(g_pFontTextureResource);
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < g_numFramesInFlight; i++)
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource);
io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
FrameResources* fr = &g_pFrameResources[i];
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
@ -626,24 +689,28 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_pd3dDevice = device;
g_RTVFormat = rtv_format;
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
g_pFrameResources = new FrameResources[num_frames_in_flight];
g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX;
bd->pd3dDevice = device;
bd->RTVFormat = rtv_format;
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
bd->numFramesInFlight = num_frames_in_flight;
bd->frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)
{
FrameResources* fr = &g_pFrameResources[i];
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = NULL;
fr->VertexBuffer = NULL;
fr->IndexBufferSize = 10000;
@ -655,18 +722,21 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
void ImGui_ImplDX12_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] g_pFrameResources;
g_pFrameResources = NULL;
g_pd3dDevice = NULL;
g_hFontSrvCpuDescHandle.ptr = 0;
g_hFontSrvGpuDescHandle.ptr = 0;
g_numFramesInFlight = 0;
g_frameIndex = UINT_MAX;
delete[] bd->pFrameResources;
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplDX12_NewFrame()
{
if (!g_pPipelineState)
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
}

View File

@ -7,15 +7,21 @@
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
#endif
enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12DescriptorHeap;
@ -36,3 +42,8 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
#ifdef _MSC_VER
#pragma warning (pop)
#endif

View File

@ -5,12 +5,20 @@
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
// 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.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
@ -27,15 +35,19 @@
// DirectX
#include <d3d9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
// DirectX data
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct ImGui_ImplDX9_Data
{
LPDIRECT3DDEVICE9 pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
LPDIRECT3DTEXTURE9 FontTexture;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct CUSTOMVERTEX
{
@ -45,8 +57,24 @@ struct CUSTOMVERTEX
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
#else
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
#endif
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
@ -54,30 +82,41 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
bd->pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
bd->pd3dDevice->SetPixelShader(NULL);
bd->pd3dDevice->SetVertexShader(NULL);
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
@ -95,9 +134,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
}
@ -109,42 +148,57 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
return;
// Create and grow buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = NULL;
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
if (d3d9_state_block->Capture() < 0)
{
d3d9_state_block->Release();
return;
}
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
// FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
// Allocate buffers
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
{
d3d9_state_block->Release();
return;
if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
}
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{
bd->pVB->Unlock();
d3d9_state_block->Release();
return;
}
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -154,7 +208,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
@ -163,11 +217,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unlock();
g_pIB->Unlock();
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
bd->pVB->Unlock();
bd->pIB->Unlock();
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
bd->pd3dDevice->SetIndices(bd->pIB);
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state
ImGui_ImplDX9_SetupRenderState(draw_data);
@ -195,10 +249,10 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
else
{
const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
g_pd3dDevice->SetTexture(0, texture);
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
bd->pd3dDevice->SetTexture(0, texture);
bd->pd3dDevice->SetScissorRect(&r);
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
@ -206,9 +260,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
}
// Restore the DX9 transform
g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
// Restore the DX9 state
d3d9_state_block->Apply();
@ -217,50 +271,79 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_pd3dDevice = device;
g_pd3dDevice->AddRef();
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
static bool ImGui_ImplDX9_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (io.Fonts->TexPixelsUseColors)
{
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
pixels = (unsigned char*)dst_start;
}
#endif
// Upload texture to graphics system
g_FontTexture = NULL;
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
bd->FontTexture = NULL;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
g_FontTexture->UnlockRect(0);
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
bd->FontTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (ImTextureID)g_FontTexture;
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (io.Fonts->TexPixelsUseColors)
ImGui::MemFree(pixels);
#endif
return true;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
if (!g_pd3dDevice)
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
if (!ImGui_ImplDX9_CreateFontsTexture())
return false;
@ -269,15 +352,19 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
}

View File

@ -5,7 +5,8 @@
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -1,5 +1,5 @@
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
@ -9,12 +9,16 @@
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
@ -52,32 +56,55 @@
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
// Data
// GLFW data
enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
};
static GLFWwindow* g_Window = NULL; // Main window
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0;
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_InstalledCallbacks = false;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
static GLFWcharfun g_PrevUserCallbackChar = NULL;
struct ImGui_ImplGlfw_Data
{
GLFWwindow* Window;
GlfwClientApi ClientApi;
double Time;
GLFWwindow* MouseWindow;
bool MouseJustPressed[ImGuiMouseButton_COUNT];
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
bool InstalledCallbacks;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll;
GLFWkeyfun PrevUserCallbackKey;
GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor;
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Functions
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
@ -90,17 +117,19 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
if (g_PrevUserCallbackMousebutton != NULL)
g_PrevUserCallbackMousebutton(window, button, action, mods);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
bd->PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
g_MouseJustPressed[button] = true;
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
bd->MouseJustPressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
if (g_PrevUserCallbackScroll != NULL)
g_PrevUserCallbackScroll(window, xoffset, yoffset);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset;
@ -109,14 +138,18 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (g_PrevUserCallbackKey != NULL)
g_PrevUserCallbackKey(window, key, scancode, action, mods);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
bd->PrevUserCallbackKey(window, key, scancode, action, mods);
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
{
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
}
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
@ -129,27 +162,59 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
#endif
}
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
bd->PrevUserCallbackWindowFocus(window, focused);
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(focused != 0);
}
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered);
if (entered)
bd->MouseWindow = window;
if (!entered && bd->MouseWindow == window)
bd->MouseWindow = NULL;
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
if (g_PrevUserCallbackChar != NULL)
g_PrevUserCallbackChar(window, c);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharacter(c);
}
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
g_Window = window;
g_Time = 0.0;
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_glfw";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_glfw";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
bd->Window = window;
bd->Time = 0.0;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
@ -175,9 +240,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = g_Window;
io.ClipboardUserData = bd->Window;
#if defined(_WIN32)
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
#endif
// Create mouse cursors
@ -185,39 +250,44 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
g_PrevUserCallbackScroll = NULL;
g_PrevUserCallbackKey = NULL;
g_PrevUserCallbackChar = NULL;
bd->PrevUserCallbackWindowFocus = NULL;
bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = NULL;
bd->PrevUserCallbackChar = NULL;
bd->PrevUserCallbackMonitor = NULL;
if (install_callbacks)
{
g_InstalledCallbacks = true;
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
bd->InstalledCallbacks = true;
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
}
g_ClientApi = client_api;
bd->ClientApi = client_api;
return true;
}
@ -231,77 +301,90 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
{
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
}
void ImGui_ImplGlfw_Shutdown()
{
if (g_InstalledCallbacks)
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->InstalledCallbacks)
{
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
g_InstalledCallbacks = false;
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
}
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
{
glfwDestroyCursor(g_MouseCursors[cursor_n]);
g_MouseCursors[cursor_n] = NULL;
}
g_ClientApi = GlfwClientApi_Unknown;
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
IM_DELETE(bd);
}
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
{
// Update buttons
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
// (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
g_MouseJustPressed[i] = false;
io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0;
bd->MouseJustPressed[i] = false;
}
// Update mouse position
const ImVec2 mouse_pos_backup = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#ifdef __EMSCRIPTEN__
const bool focused = true; // Emscripten
const bool focused = true;
#else
const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
#endif
if (focused)
GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos && focused)
glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
// Set Dear ImGui mouse position from OS position
if (mouse_window != NULL)
{
if (io.WantSetMousePos)
{
glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
}
else
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
double mouse_x, mouse_y;
glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
}
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
@ -345,21 +428,22 @@ static void ImGui_ImplGlfw_UpdateGamepads()
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
glfwGetWindowSize(bd->Window, &w, &h);
glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();

View File

@ -1,5 +1,5 @@
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// Implemented features:
@ -8,7 +8,8 @@
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -20,16 +21,21 @@
#include "imgui.h" // IMGUI_IMPL_API
struct GLFWwindow;
struct GLFWmonitor;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);

View File

@ -1,8 +1,8 @@
// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
@ -11,7 +11,8 @@
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -1,8 +1,8 @@
// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
@ -11,7 +11,8 @@
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -6,12 +6,14 @@
// Missing features:
// [ ] Renderer: Clipping rectangles are not honored.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
@ -87,7 +89,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID());
IwGxSetMaterial(pCurrentMaterial);
IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
}
@ -194,7 +196,7 @@ bool ImGui_Marmalade_CreateDeviceObjects()
g_FontTexture->Upload();
// Store our identifier
io.Fonts->TexID = (ImTextureID)g_FontTexture;
io.Fonts->SetTexID((ImTextureID)g_FontTexture);
return true;
}
@ -209,8 +211,8 @@ void ImGui_Marmalade_InvalidateDeviceObjects()
if (g_FontTexture)
{
ImGui::GetIO().Fonts->SetTexID(0);
delete g_FontTexture;
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = NULL;
}
}
@ -220,7 +222,8 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;

View File

@ -4,7 +4,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -5,7 +5,8 @@
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -5,12 +5,16 @@
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 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.
// 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.
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
@ -113,7 +117,7 @@ bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
[g_sharedMetalContext makeFontTextureWithDevice:device];
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
io.Fonts->SetTexID((__bridge void *)g_sharedMetalContext.fontTexture); // ImTextureID == void*
return (g_sharedMetalContext.fontTexture != nil);
}
@ -122,7 +126,7 @@ void ImGui_ImplMetal_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
g_sharedMetalContext.fontTexture = nil;
io.Fonts->TexID = nullptr;
io.Fonts->SetTexID(nullptr);
}
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
@ -238,7 +242,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
height:(NSUInteger)height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageShaderRead;
#if TARGET_OS_OSX
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
textureDescriptor.storageMode = MTLStorageModeManaged;
#else
textureDescriptor.storageMode = MTLStorageModeShared;
@ -385,10 +389,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
@ -520,8 +524,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// Bind texture, Draw
if (pcmd->TextureId != NULL)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
if (ImTextureID tex_id = pcmd->GetTexID())
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle

View File

@ -4,7 +4,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -18,7 +19,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
@ -52,26 +56,51 @@
#include <GL/gl.h>
#endif
// OpenGL Data
static GLuint g_FontTexture = 0;
struct ImGui_ImplOpenGL2_Data
{
GLuint FontTexture;
ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
bool ImGui_ImplOpenGL2_Init()
{
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
return true;
}
void ImGui_ImplOpenGL2_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects();
}
@ -80,25 +109,32 @@ 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.
glEnable(GL_BLEND);
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_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
@ -128,6 +164,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@ -175,7 +212,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
}
}
@ -196,6 +233,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
glShadeModel(last_shade_model);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
@ -203,6 +241,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
@ -210,15 +249,15 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glGenTextures(1, &bd->FontTexture);
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
@ -228,12 +267,13 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
void ImGui_ImplOpenGL2_DestroyFontsTexture()
{
if (g_FontTexture)
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
if (bd->FontTexture)
{
ImGuiIO& io = ImGui::GetIO();
glDeleteTextures(1, &g_FontTexture);
io.Fonts->TexID = 0;
g_FontTexture = 0;
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}

View File

@ -4,7 +4,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -7,13 +7,24 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-10-23: OpenGL: Save and restore current GL_PRIMITIVE_RESTART state.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
// 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.
// 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)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
@ -87,42 +98,44 @@
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#if defined(__EMSCRIPTEN__)
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#include <GLES2/gl2ext.h>
#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#else
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#define IMGL3W_IMPL
#include "imgui_impl_opengl3_loader.h"
#endif
#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
#ifndef IMGUI_IMPL_OPENGL_ES2
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#define glBindVertexArray glBindVertexArrayOES
#define glGenVertexArrays glGenVertexArraysOES
#define glDeleteVertexArrays glDeleteVertexArraysOES
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
#ifdef GL_POLYGON_MODE
#define IMGUI_IMPL_HAS_POLYGON_MODE
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
@ -140,18 +153,56 @@ using namespace gl;
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
// Desktop GL use extension detection
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
#endif
// OpenGL Data
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
struct ImGui_ImplOpenGL3_Data
{
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
GLuint FontTexture;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
GLint AttribLocationProjMtx;
GLuint AttribLocationVtxPos; // Vertex attributes location
GLuint AttribLocationVtxUV;
GLuint AttribLocationVtxColor;
unsigned int VboHandle, ElementsHandle;
bool HasClipOrigin;
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
if (imgl3wInit() != 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return false;
}
#endif
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major = 0;
@ -164,106 +215,104 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
g_GlVersion = (GLuint)(major * 100 + minor * 10);
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#else
g_GlVersion = 200; // GLES 2
bd->GlVersion = 200; // GLES 2
#endif
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
if (glsl_version == NULL)
glsl_version = "#version 150";
#else
if (glsl_version == NULL)
glsl_version = "#version 130";
#endif
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
// Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char* gl_loader = "Unknown";
IM_UNUSED(gl_loader);
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
gl_loader = "GL3W";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
gl_loader = "GLEW";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = "GLAD";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
gl_loader = "GLAD2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
gl_loader = "glbinding2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
gl_loader = "glbinding3";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
gl_loader = "custom";
#else
gl_loader = "none";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
strcpy(bd->GlslVersionString, glsl_version);
strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++)
{
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true;
}
#endif
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
if (!g_ShaderHandle)
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
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_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (g_GlVersion >= 310)
if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef GL_POLYGON_MODE
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
#if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
if (bd->HasClipOrigin)
{
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
}
#endif
// Setup viewport, orthographic projection matrix
@ -273,7 +322,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
#if defined(GL_CLIP_ORIGIN)
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
#endif
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@ -281,29 +332,29 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glUseProgram(bd->ShaderHandle);
glUniform1i(bd->AttribLocationTex, 0);
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (g_GlVersion >= 330)
if (bd->GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void)vertex_array_object;
#ifndef IMGUI_IMPL_OPENGL_ES2
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
glEnableVertexAttribArray(bd->AttribLocationVtxPos);
glEnableVertexAttribArray(bd->AttribLocationVtxUV);
glEnableVertexAttribArray(bd->AttribLocationVtxColor);
glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
// OpenGL3 Render function.
@ -317,19 +368,21 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
#ifdef GL_POLYGON_MODE
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
@ -343,16 +396,17 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifndef IMGUI_IMPL_OPENGL_ES2
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glGenVertexArrays(1, &vertex_array_object);
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
@ -397,9 +451,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
if (bd->GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
#endif
@ -410,7 +464,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
}
// Destroy the temporary VAO
#ifndef IMGUI_IMPL_OPENGL_ES2
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glDeleteVertexArrays(1, &vertex_array_object);
#endif
@ -418,11 +472,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (g_GlVersion >= 330)
if (bd->GlVersion >= 330)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifndef IMGUI_IMPL_OPENGL_ES2
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@ -431,22 +485,26 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif
#ifdef GL_POLYGON_MODE
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
@ -454,17 +512,17 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glGenTextures(1, &bd->FontTexture);
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
@ -474,23 +532,25 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
if (g_FontTexture)
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->FontTexture)
{
ImGuiIO& io = ImGui::GetIO();
glDeleteTextures(1, &g_FontTexture);
io.Fonts->TexID = 0;
g_FontTexture = 0;
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
@ -504,11 +564,12 @@ static bool CheckShader(GLuint handle, const char* desc)
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
@ -521,18 +582,20 @@ static bool CheckProgram(GLuint handle, const char* desc)
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
sscanf(g_GlslVersionString, "#version %d", &glsl_version);
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
@ -563,7 +626,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision mediump float;\n"
"precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
@ -659,40 +722,46 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
glCompileShader(g_VertHandle);
CheckShader(g_VertHandle, "vertex shader");
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
glCompileShader(g_FragHandle);
CheckShader(g_FragHandle, "fragment shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader");
g_ShaderHandle = glCreateProgram();
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
CheckProgram(g_ShaderHandle, "shader program");
// Link
bd->ShaderHandle = glCreateProgram();
glAttachShader(bd->ShaderHandle, vert_handle);
glAttachShader(bd->ShaderHandle, frag_handle);
glLinkProgram(bd->ShaderHandle);
CheckProgram(bd->ShaderHandle, "shader program");
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
glDetachShader(bd->ShaderHandle, vert_handle);
glDetachShader(bd->ShaderHandle, frag_handle);
glDeleteShader(vert_handle);
glDeleteShader(frag_handle);
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array);
#endif
@ -701,13 +770,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}

View File

@ -7,15 +7,11 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// About Desktop OpenGL function loaders:
// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
// About GLSL version:
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
@ -40,19 +36,9 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Attempt to auto-detect the default Desktop GL loader based on available header files.
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
&& !defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
@ -62,26 +48,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
// Otherwise try to detect supported Desktop OpenGL loaders..
#elif defined(__has_include)
#if __has_include(<GL/glew.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
#elif __has_include(<glad/glad.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#elif __has_include(<glad/gl.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD2
#elif __has_include(<GL/gl3w.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#elif __has_include(<glbinding/glbinding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#elif __has_include(<glbinding/Binding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#else
#error "Cannot detect OpenGL loader!"
#endif
#else
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif
#endif

View File

@ -0,0 +1,730 @@
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
*
* This is free and unencumbered software released into the public domain.
*
* Anyone is free to copy, modify, publish, use, compile, sell, or
* distribute this software, either in source code form or as a compiled
* binary, for any purpose, commercial or non-commercial, and by any
* means.
*
* In jurisdictions that recognize copyright laws, the author or authors
* of this software dedicate any and all copyright interest in the
* software to the public domain. We make this dedication for the benefit
* of the public at large and to the detriment of our heirs and
* successors. We intend this dedication to be an overt act of
* relinquishment in perpetuity of all present and future rights to this
* software under copyright law.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include enums/functions that we use in this source file.
// Regenerate with: python gl3w_gen.py --imgui-dir /path/to/imgui/
// see https://github.com/dearimgui/gl3w_stripped for more info.
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef signed long long int khronos_ssize_t;
#else
typedef signed long int khronos_intptr_t;
typedef signed long int khronos_ssize_t;
#endif
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#else
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifndef GLAPI
#define GLAPI extern
#endif
/* glcorearb.h is for use with OpenGL core profile implementations.
** It should should be placed in the same directory as gl.h and
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
**
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
** <GL/glext.h> in the same source file.
*/
/* Generated C header for:
* API: gl
* Profile: core
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: glcore
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_VERSION_1_0
typedef void GLvoid;
typedef unsigned int GLenum;
typedef khronos_float_t GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef double GLdouble;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef khronos_uint8_t GLubyte;
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_VIEWPORT 0x0BA2
#define GL_BLEND 0x0BE2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#endif /* GL_VERSION_1_0 */
#ifndef GL_VERSION_1_1
typedef khronos_float_t GLclampf;
typedef double GLclampd;
#define GL_TEXTURE_BINDING_2D 0x8069
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif
#endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glActiveTexture (GLenum texture);
#endif
#endif /* GL_VERSION_1_3 */
#ifndef GL_VERSION_1_4
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_FUNC_ADD 0x8006
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GLAPI void APIENTRY glBlendEquation (GLenum mode);
#endif
#endif /* GL_VERSION_1_4 */
#ifndef GL_VERSION_1_5
typedef khronos_ssize_t GLsizeiptr;
typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
typedef char GLchar;
typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_UPPER_LEFT 0x8CA2
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glCompileShader (GLuint shader);
GLAPI GLuint APIENTRY glCreateProgram (void);
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif
#endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
GLAPI void APIENTRY glBindVertexArray (GLuint array);
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
#endif
#endif /* GL_VERSION_3_0 */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_PRIMITIVE_RESTART 0x8F9D
#endif /* GL_VERSION_3_1 */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64;
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
#endif
#endif /* GL_VERSION_3_2 */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
#endif
#endif /* GL_VERSION_3_3 */
#ifndef GL_VERSION_4_1
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
#endif /* GL_VERSION_4_1 */
#ifndef GL_VERSION_4_3
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_VERSION_4_3 */
#ifndef GL_VERSION_4_5
#define GL_CLIP_ORIGIN 0x935C
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
#endif /* GL_VERSION_4_5 */
#ifndef GL_ARB_bindless_texture
typedef khronos_uint64_t GLuint64EXT;
#endif /* GL_ARB_bindless_texture */
#ifndef GL_ARB_cl_event
struct _cl_context;
struct _cl_event;
#endif /* GL_ARB_cl_event */
#ifndef GL_ARB_clip_control
#define GL_ARB_clip_control 1
#endif /* GL_ARB_clip_control */
#ifndef GL_ARB_debug_output
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_ARB_debug_output */
#ifndef GL_EXT_EGL_image_storage
typedef void *GLeglImageOES;
#endif /* GL_EXT_EGL_image_storage */
#ifndef GL_EXT_direct_state_access
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
#endif /* GL_EXT_direct_state_access */
#ifndef GL_NV_draw_vulkan_image
typedef void (APIENTRY *GLVULKANPROCNV)(void);
#endif /* GL_NV_draw_vulkan_image */
#ifndef GL_NV_gpu_shader5
typedef khronos_int64_t GLint64EXT;
#endif /* GL_NV_gpu_shader5 */
#ifndef GL_NV_vertex_buffer_unified_memory
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef __cplusplus
}
#endif
#endif
#ifndef GL3W_API
#define GL3W_API
#endif
#ifndef __gl_h_
#define __gl_h_
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define GL3W_OK 0
#define GL3W_ERROR_INIT -1
#define GL3W_ERROR_LIBRARY_OPEN -2
#define GL3W_ERROR_OPENGL_VERSION -3
typedef void (*GL3WglProc)(void);
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
/* gl3w api */
GL3W_API int imgl3wInit(void);
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union GL3WProcs {
GL3WglProc ptr[52];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLISENABLEDPROC IsEnabled;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union GL3WProcs gl3wProcs;
/* OpenGL functions */
#define glActiveTexture gl3wProcs.gl.ActiveTexture
#define glAttachShader gl3wProcs.gl.AttachShader
#define glBindBuffer gl3wProcs.gl.BindBuffer
#define glBindSampler gl3wProcs.gl.BindSampler
#define glBindTexture gl3wProcs.gl.BindTexture
#define glBindVertexArray gl3wProcs.gl.BindVertexArray
#define glBlendEquation gl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate gl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate gl3wProcs.gl.BlendFuncSeparate
#define glBufferData gl3wProcs.gl.BufferData
#define glClear gl3wProcs.gl.Clear
#define glClearColor gl3wProcs.gl.ClearColor
#define glCompileShader gl3wProcs.gl.CompileShader
#define glCreateProgram gl3wProcs.gl.CreateProgram
#define glCreateShader gl3wProcs.gl.CreateShader
#define glDeleteBuffers gl3wProcs.gl.DeleteBuffers
#define glDeleteProgram gl3wProcs.gl.DeleteProgram
#define glDeleteShader gl3wProcs.gl.DeleteShader
#define glDeleteTextures gl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays gl3wProcs.gl.DeleteVertexArrays
#define glDetachShader gl3wProcs.gl.DetachShader
#define glDisable gl3wProcs.gl.Disable
#define glDrawElements gl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex gl3wProcs.gl.DrawElementsBaseVertex
#define glEnable gl3wProcs.gl.Enable
#define glEnableVertexAttribArray gl3wProcs.gl.EnableVertexAttribArray
#define glGenBuffers gl3wProcs.gl.GenBuffers
#define glGenTextures gl3wProcs.gl.GenTextures
#define glGenVertexArrays gl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation gl3wProcs.gl.GetAttribLocation
#define glGetIntegerv gl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog gl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv gl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog gl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv gl3wProcs.gl.GetShaderiv
#define glGetString gl3wProcs.gl.GetString
#define glGetStringi gl3wProcs.gl.GetStringi
#define glGetUniformLocation gl3wProcs.gl.GetUniformLocation
#define glIsEnabled gl3wProcs.gl.IsEnabled
#define glLinkProgram gl3wProcs.gl.LinkProgram
#define glPixelStorei gl3wProcs.gl.PixelStorei
#define glPolygonMode gl3wProcs.gl.PolygonMode
#define glReadPixels gl3wProcs.gl.ReadPixels
#define glScissor gl3wProcs.gl.Scissor
#define glShaderSource gl3wProcs.gl.ShaderSource
#define glTexImage2D gl3wProcs.gl.TexImage2D
#define glTexParameteri gl3wProcs.gl.TexParameteri
#define glUniform1i gl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv gl3wProcs.gl.UniformMatrix4fv
#define glUseProgram gl3wProcs.gl.UseProgram
#define glVertexAttribPointer gl3wProcs.gl.VertexAttribPointer
#define glViewport gl3wProcs.gl.Viewport
#ifdef __cplusplus
}
#endif
#endif
#ifdef IMGL3W_IMPL
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
static HMODULE libgl;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address;
static int open_libgl(void)
{
libgl = LoadLibraryA("opengl32.dll");
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
return GL3W_OK;
}
static void close_libgl(void) { FreeLibrary(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = (GL3WglProc)wgl_get_proc_address(proc);
if (!res)
res = (GL3WglProc)GetProcAddress(libgl, proc);
return res;
}
#elif defined(__APPLE__)
#include <dlfcn.h>
static void *libgl;
static int open_libgl(void)
{
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#else
#include <dlfcn.h>
static void *libgl;
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
static int open_libgl(void)
{
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = glx_get_proc_address((const GLubyte *)proc);
if (!res)
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#endif
static struct { int major, minor; } version;
static int parse_version(void)
{
if (!glGetIntegerv)
return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major < 3)
return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK;
}
static void load_procs(GL3WGetProcAddressProc proc);
int imgl3wInit(void)
{
int res = open_libgl();
if (res)
return res;
atexit(close_libgl);
return imgl3wInit2(get_proc);
}
int imgl3wInit2(GL3WGetProcAddressProc proc)
{
load_procs(proc);
return parse_version();
}
int imgl3wIsSupported(int major, int minor)
{
if (major < 3)
return 0;
if (version.major == major)
return version.minor >= minor;
return version.major >= major;
}
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
static const char *proc_names[] = {
"glActiveTexture",
"glAttachShader",
"glBindBuffer",
"glBindSampler",
"glBindTexture",
"glBindVertexArray",
"glBlendEquation",
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glClear",
"glClearColor",
"glCompileShader",
"glCreateProgram",
"glCreateShader",
"glDeleteBuffers",
"glDeleteProgram",
"glDeleteShader",
"glDeleteTextures",
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glGenBuffers",
"glGenTextures",
"glGenVertexArrays",
"glGetAttribLocation",
"glGetIntegerv",
"glGetProgramInfoLog",
"glGetProgramiv",
"glGetShaderInfoLog",
"glGetShaderiv",
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glIsEnabled",
"glLinkProgram",
"glPixelStorei",
"glPolygonMode",
"glReadPixels",
"glScissor",
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
"glVertexAttribPointer",
"glViewport",
};
GL3W_API union GL3WProcs gl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
gl3wProcs.ptr[i] = proc(proc_names[i]);
}
#ifdef __cplusplus
}
#endif
#endif

View File

@ -8,7 +8,8 @@
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

View File

@ -8,7 +8,8 @@
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -18,6 +19,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
@ -29,12 +34,15 @@
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-07-07: Initial version.
@class ImFocusObserver;
// Data
static CFAbsoluteTime g_Time = 0.0;
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_MouseCursorHidden = false;
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
static ImFocusObserver* g_FocusObserver = NULL;
// Undocumented methods for creating cursors.
@interface NSCursor()
@ -44,6 +52,41 @@ static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
+ (id)_windowResizeEastWestCursor;
@end
static void resetKeys()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.KeysDown, 0, sizeof(io.KeysDown));
io.KeyCtrl = io.KeyShift = io.KeyAlt = io.KeySuper = false;
}
@interface ImFocusObserver : NSObject
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
@end
@implementation ImFocusObserver
- (void)onApplicationBecomeActive:(NSNotification*)aNotification
{
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(true);
}
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification
{
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(false);
// Unfocused applications do not receive input events, therefore we must manually
// release any pressed keys when application loses focus, otherwise they would remain
// stuck in a pressed state. https://github.com/ocornut/imgui/issues/3832
resetKeys();
}
@end
// Functions
bool ImGui_ImplOSX_Init()
{
@ -122,11 +165,22 @@ bool ImGui_ImplOSX_Init()
return s_clipboard.Data;
};
g_FocusObserver = [[ImFocusObserver alloc] init];
[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
selector:@selector(onApplicationBecomeActive:)
name:NSApplicationDidBecomeActiveNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
selector:@selector(onApplicationBecomeInactive:)
name:NSApplicationDidResignActiveNotification
object:nil];
return true;
}
void ImGui_ImplOSX_Shutdown()
{
g_FocusObserver = NULL;
}
static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
@ -199,13 +253,6 @@ static int mapCharacterToKey(int c)
return -1;
}
static void resetKeys()
{
ImGuiIO& io = ImGui::GetIO();
for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
io.KeysDown[n] = false;
}
bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{
ImGuiIO& io = ImGui::GetIO();
@ -226,7 +273,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
return io.WantCaptureMouse;
}
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged)
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
{
NSPoint mousePoint = event.locationInWindow;
mousePoint = [view convertPoint:mousePoint fromView:nil];
@ -272,12 +319,12 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
for (NSUInteger i = 0; i < len; i++)
{
int c = [str characterAtIndex:i];
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
if (!io.KeySuper && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
io.AddInputCharacter((unsigned int)c);
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
int key = mapCharacterToKey(c);
if (key != -1 && key < 256 && !io.KeyCtrl)
if (key != -1 && key < 256 && !io.KeySuper)
resetKeys();
if (key != -1)
io.KeysDown[key] = true;

View File

@ -1,7 +1,7 @@
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
// (Prefer SDL 2.0.5+ for full feature support.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
@ -11,12 +11,18 @@
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
@ -54,23 +60,44 @@
#include "TargetConditionals.h"
#endif
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// Data
static SDL_Window* g_Window = NULL;
static Uint64 g_Time = 0;
static bool g_MousePressed[3] = { false, false, false };
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static char* g_ClipboardTextData = NULL;
static bool g_MouseCanUseGlobalState = true;
// SDL Data
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint64 Time;
bool MousePressed[3];
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
char* ClipboardTextData;
bool MouseCanUseGlobalState;
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
if (g_ClipboardTextData)
SDL_free(g_ClipboardTextData);
g_ClipboardTextData = SDL_GetClipboardText();
return g_ClipboardTextData;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
@ -86,6 +113,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
switch (event->type)
{
case SDL_MOUSEWHEEL:
@ -98,9 +127,9 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_MOUSEBUTTONDOWN:
{
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
return true;
}
case SDL_TEXTINPUT:
@ -124,21 +153,45 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
#endif
return true;
}
case SDL_WINDOWEVENT:
{
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
return true;
}
}
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
{
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
mouse_can_use_global_state = true;
#endif
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_sdl";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
bd->Window = window;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
@ -167,34 +220,40 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.ClipboardUserData = NULL;
// Load mouse cursors
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Check and store if we are on Wayland
g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
io.ImeWindowHandle = wmInfo.info.win.window;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info))
io.ImeWindowHandle = info.info.win.window;
#else
(void)window;
#endif
// Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
(void)sdl_gl_context; // Viewport branch will need this.
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL2_Init(window);
}
@ -221,62 +280,74 @@ bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
void ImGui_ImplSDL2_Shutdown()
{
g_Window = NULL;
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
// Destroy last known clipboard data
if (g_ClipboardTextData)
SDL_free(g_ClipboardTextData);
g_ClipboardTextData = NULL;
// Destroy SDL mouse cursors
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(g_MouseCursors[cursor_n]);
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
IM_DELETE(bd);
}
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
else
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
int mx, my;
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
// Update mouse buttons
int mouse_x_local, mouse_y_local;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window)
{
if (g_MouseCanUseGlobalState)
{
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
// Won't use this workaround when on Wayland, as there is no global mouse position.
int wx, wy;
SDL_GetWindowPosition(focused_window, &wx, &wy);
SDL_GetGlobalMouseState(&mx, &my);
mx -= wx;
my -= wy;
}
io.MousePos = ImVec2((float)mx, (float)my);
}
SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
SDL_Window* mouse_window = NULL;
if (hovered_window && bd->Window == hovered_window)
mouse_window = hovered_window;
else if (focused_window && bd->Window == focused_window)
mouse_window = focused_window;
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// The function is only supported from SDL 2.0.4 (released Jan 2016)
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
#else
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my);
// SDL 2.0.3 and non-windowed systems: single-viewport only
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
#endif
if (mouse_window == NULL)
return;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
if (bd->MouseCanUseGlobalState)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Unlike local position obtained earlier this will be valid when straying out of bounds.
int mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
int window_x, window_y;
SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
}
else
{
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
}
}
static void ImGui_ImplSDL2_UpdateMouseCursor()
@ -284,6 +355,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
@ -294,7 +366,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
else
{
// Show OS mouse cursor
SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(SDL_TRUE);
}
}
@ -340,18 +412,19 @@ static void ImGui_ImplSDL2_UpdateGamepads()
#undef MAP_ANALOG
}
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
@ -359,8 +432,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
g_Time = current_time;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplSDL2_UpdateMousePosAndButtons();
ImGui_ImplSDL2_UpdateMouseCursor();

View File

@ -10,7 +10,8 @@
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -25,5 +26,9 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
#endif

View File

@ -6,7 +6,8 @@
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -22,6 +23,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
// 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().
// 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).
// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
@ -48,7 +53,6 @@
// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
#include "imgui.h"
#include "imgui_impl_vulkan.h"
#include <stdio.h>
@ -74,28 +78,37 @@ struct ImGui_ImplVulkanH_WindowRenderBuffers
};
// Vulkan data
static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {};
static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
static VkDeviceSize g_BufferMemoryAlignment = 256;
static VkPipelineCreateFlags g_PipelineCreateFlags = 0x00;
static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
static VkPipeline g_Pipeline = VK_NULL_HANDLE;
static uint32_t g_Subpass = 0;
static VkShaderModule g_ShaderModuleVert;
static VkShaderModule g_ShaderModuleFrag;
struct ImGui_ImplVulkan_Data
{
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
VkRenderPass RenderPass;
VkDeviceSize BufferMemoryAlignment;
VkPipelineCreateFlags PipelineCreateFlags;
VkDescriptorSetLayout DescriptorSetLayout;
VkPipelineLayout PipelineLayout;
VkDescriptorSet DescriptorSet;
VkPipeline Pipeline;
uint32_t Subpass;
VkShaderModule ShaderModuleVert;
VkShaderModule ShaderModuleFrag;
// Font data
static VkSampler g_FontSampler = VK_NULL_HANDLE;
static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE;
static VkImage g_FontImage = VK_NULL_HANDLE;
static VkImageView g_FontView = VK_NULL_HANDLE;
static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE;
static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
// Font data
VkSampler FontSampler;
VkDeviceMemory FontMemory;
VkImage FontImage;
VkImageView FontView;
VkDeviceMemory UploadBufferMemory;
VkBuffer UploadBuffer;
// Render buffers
static ImGui_ImplVulkanH_WindowRenderBuffers g_MainWindowRenderBuffers;
// Render buffers
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
ImGui_ImplVulkan_Data()
{
memset(this, 0, sizeof(*this));
BufferMemoryAlignment = 256;
}
};
// Forward Declarations
bool ImGui_ImplVulkan_CreateDeviceObjects();
@ -107,6 +120,80 @@ void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVul
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
// Vulkan prototypes for use with custom loaders
// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
#ifdef VK_NO_PROTOTYPES
static bool g_FunctionsLoaded = false;
#else
static bool g_FunctionsLoaded = true;
#endif
#ifdef VK_NO_PROTOTYPES
#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
// Define function pointers
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
#undef IMGUI_VULKAN_FUNC_DEF
#endif // VK_NO_PROTOTYPES
//-----------------------------------------------------------------------------
// SHADERS
//-----------------------------------------------------------------------------
@ -220,9 +307,18 @@ static uint32_t __glsl_shader_frag_spv[] =
// FUNCTIONS
//-----------------------------------------------------------------------------
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkPhysicalDeviceMemoryProperties prop;
vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
@ -233,21 +329,25 @@ static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, ui
static void check_vk_result(VkResult err)
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (!bd)
return;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (v->CheckVkResultFn)
v->CheckVkResultFn(err);
}
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
if (buffer != VK_NULL_HANDLE)
vkDestroyBuffer(v->Device, buffer, v->Allocator);
if (buffer_memory != VK_NULL_HANDLE)
vkFreeMemory(v->Device, buffer_memory, v->Allocator);
VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / g_BufferMemoryAlignment + 1) * g_BufferMemoryAlignment;
VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment;
VkBufferCreateInfo buffer_info = {};
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_info.size = vertex_buffer_size_aligned;
@ -258,7 +358,7 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
VkMemoryRequirements req;
vkGetBufferMemoryRequirements(v->Device, buffer, &req);
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
VkMemoryAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = req.size;
@ -268,16 +368,18 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
check_vk_result(err);
p_buffer_size = new_size;
p_buffer_size = req.size;
}
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
// Bind pipeline and descriptor sets:
{
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
VkDescriptorSet desc_set[1] = { g_DescriptorSet };
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
VkDescriptorSet desc_set[1] = { bd->DescriptorSet };
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL);
}
// Bind Vertex And Index Buffer:
@ -310,8 +412,8 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
float translate[2];
translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
}
}
@ -324,12 +426,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (pipeline == VK_NULL_HANDLE)
pipeline = g_Pipeline;
pipeline = bd->Pipeline;
// Allocate array to store enough vertex/index buffers
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &g_MainWindowRenderBuffers;
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
if (wrb->FrameRenderBuffers == NULL)
{
wrb->Index = 0;
@ -354,9 +457,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = NULL;
ImDrawIdx* idx_dst = NULL;
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst));
check_vk_result(err);
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst));
check_vk_result(err);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -442,8 +545,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
unsigned char* pixels;
int width, height;
@ -468,17 +572,17 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
err = vkCreateImage(v->Device, &info, v->Allocator, &g_FontImage);
err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage);
check_vk_result(err);
VkMemoryRequirements req;
vkGetImageMemoryRequirements(v->Device, g_FontImage, &req);
vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req);
VkMemoryAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = req.size;
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_FontMemory);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
check_vk_result(err);
err = vkBindImageMemory(v->Device, g_FontImage, g_FontMemory, 0);
err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0);
check_vk_result(err);
}
@ -486,25 +590,25 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
{
VkImageViewCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
info.image = g_FontImage;
info.image = bd->FontImage;
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
info.format = VK_FORMAT_R8G8B8A8_UNORM;
info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
info.subresourceRange.levelCount = 1;
info.subresourceRange.layerCount = 1;
err = vkCreateImageView(v->Device, &info, v->Allocator, &g_FontView);
err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView);
check_vk_result(err);
}
// Update the Descriptor Set:
{
VkDescriptorImageInfo desc_image[1] = {};
desc_image[0].sampler = g_FontSampler;
desc_image[0].imageView = g_FontView;
desc_image[0].sampler = bd->FontSampler;
desc_image[0].imageView = bd->FontView;
desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkWriteDescriptorSet write_desc[1] = {};
write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_desc[0].dstSet = g_DescriptorSet;
write_desc[0].dstSet = bd->DescriptorSet;
write_desc[0].descriptorCount = 1;
write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write_desc[0].pImageInfo = desc_image;
@ -518,34 +622,34 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
buffer_info.size = upload_size;
buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &g_UploadBuffer);
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer);
check_vk_result(err);
VkMemoryRequirements req;
vkGetBufferMemoryRequirements(v->Device, g_UploadBuffer, &req);
g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req);
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
VkMemoryAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = req.size;
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_UploadBufferMemory);
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory);
check_vk_result(err);
err = vkBindBufferMemory(v->Device, g_UploadBuffer, g_UploadBufferMemory, 0);
err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0);
check_vk_result(err);
}
// Upload to Buffer:
{
char* map = NULL;
err = vkMapMemory(v->Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
check_vk_result(err);
memcpy(map, pixels, upload_size);
VkMappedMemoryRange range[1] = {};
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range[0].memory = g_UploadBufferMemory;
range[0].memory = bd->UploadBufferMemory;
range[0].size = upload_size;
err = vkFlushMappedMemoryRanges(v->Device, 1, range);
check_vk_result(err);
vkUnmapMemory(v->Device, g_UploadBufferMemory);
vkUnmapMemory(v->Device, bd->UploadBufferMemory);
}
// Copy to Image:
@ -557,7 +661,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
copy_barrier[0].image = g_FontImage;
copy_barrier[0].image = bd->FontImage;
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy_barrier[0].subresourceRange.levelCount = 1;
copy_barrier[0].subresourceRange.layerCount = 1;
@ -569,7 +673,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
region.imageExtent.width = width;
region.imageExtent.height = height;
region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageMemoryBarrier use_barrier[1] = {};
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
@ -579,7 +683,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
use_barrier[0].image = g_FontImage;
use_barrier[0].image = bd->FontImage;
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
use_barrier[0].subresourceRange.levelCount = 1;
use_barrier[0].subresourceRange.layerCount = 1;
@ -587,7 +691,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
}
// Store our identifier
io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontImage;
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontImage);
return true;
}
@ -595,29 +699,31 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
{
// Create the shader modules
if (g_ShaderModuleVert == NULL)
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (bd->ShaderModuleVert == NULL)
{
VkShaderModuleCreateInfo vert_info = {};
vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &g_ShaderModuleVert);
VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert);
check_vk_result(err);
}
if (g_ShaderModuleFrag == NULL)
if (bd->ShaderModuleFrag == NULL)
{
VkShaderModuleCreateInfo frag_info = {};
frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &g_ShaderModuleFrag);
VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag);
check_vk_result(err);
}
}
static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator)
{
if (g_FontSampler)
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (bd->FontSampler)
return;
VkSamplerCreateInfo info = {};
@ -631,17 +737,18 @@ static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocati
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
VkResult err = vkCreateSampler(device, &info, allocator, &g_FontSampler);
VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler);
check_vk_result(err);
}
static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator)
{
if (g_DescriptorSetLayout)
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (bd->DescriptorSetLayout)
return;
ImGui_ImplVulkan_CreateFontSampler(device, allocator);
VkSampler sampler[1] = { g_FontSampler };
VkSampler sampler[1] = { bd->FontSampler };
VkDescriptorSetLayoutBinding binding[1] = {};
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
binding[0].descriptorCount = 1;
@ -651,13 +758,14 @@ static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const Vk
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
info.bindingCount = 1;
info.pBindings = binding;
VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &g_DescriptorSetLayout);
VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout);
check_vk_result(err);
}
static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator)
{
if (g_PipelineLayout)
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (bd->PipelineLayout)
return;
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
@ -666,29 +774,30 @@ static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAlloc
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_constants[0].offset = sizeof(float) * 0;
push_constants[0].size = sizeof(float) * 4;
VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
VkPipelineLayoutCreateInfo layout_info = {};
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_info.setLayoutCount = 1;
layout_info.pSetLayouts = set_layout;
layout_info.pushConstantRangeCount = 1;
layout_info.pPushConstantRanges = push_constants;
VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &g_PipelineLayout);
VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout);
check_vk_result(err);
}
static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_CreateShaderModules(device, allocator);
VkPipelineShaderStageCreateInfo stage[2] = {};
stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
stage[0].module = g_ShaderModuleVert;
stage[0].module = bd->ShaderModuleVert;
stage[0].pName = "main";
stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
stage[1].module = g_ShaderModuleFrag;
stage[1].module = bd->ShaderModuleFrag;
stage[1].pName = "main";
VkVertexInputBindingDescription binding_desc[1] = {};
@ -741,8 +850,8 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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;
@ -764,7 +873,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
VkGraphicsPipelineCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
info.flags = g_PipelineCreateFlags;
info.flags = bd->PipelineCreateFlags;
info.stageCount = 2;
info.pStages = stage;
info.pVertexInputState = &vertex_info;
@ -775,7 +884,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
info.pDepthStencilState = &depth_info;
info.pColorBlendState = &blend_info;
info.pDynamicState = &dynamic_state;
info.layout = g_PipelineLayout;
info.layout = bd->PipelineLayout;
info.renderPass = renderPass;
info.subpass = subpass;
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
@ -784,10 +893,11 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
bool ImGui_ImplVulkan_CreateDeviceObjects()
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
if (!g_FontSampler)
if (!bd->FontSampler)
{
VkSamplerCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
@ -800,13 +910,13 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
err = vkCreateSampler(v->Device, &info, v->Allocator, &g_FontSampler);
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
check_vk_result(err);
}
if (!g_DescriptorSetLayout)
if (!bd->DescriptorSetLayout)
{
VkSampler sampler[1] = {g_FontSampler};
VkSampler sampler[1] = {bd->FontSampler};
VkDescriptorSetLayoutBinding binding[1] = {};
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
binding[0].descriptorCount = 1;
@ -816,7 +926,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
info.bindingCount = 1;
info.pBindings = binding;
err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &g_DescriptorSetLayout);
err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout);
check_vk_result(err);
}
@ -826,70 +936,99 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = v->DescriptorPool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &g_DescriptorSetLayout;
err = vkAllocateDescriptorSets(v->Device, &alloc_info, &g_DescriptorSet);
alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
err = vkAllocateDescriptorSets(v->Device, &alloc_info, &bd->DescriptorSet);
check_vk_result(err);
}
if (!g_PipelineLayout)
if (!bd->PipelineLayout)
{
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
VkPushConstantRange push_constants[1] = {};
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_constants[0].offset = sizeof(float) * 0;
push_constants[0].size = sizeof(float) * 4;
VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
VkPipelineLayoutCreateInfo layout_info = {};
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_info.setLayoutCount = 1;
layout_info.pSetLayouts = set_layout;
layout_info.pushConstantRangeCount = 1;
layout_info.pPushConstantRanges = push_constants;
err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &g_PipelineLayout);
err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout);
check_vk_result(err);
}
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline, g_Subpass);
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
return true;
}
void ImGui_ImplVulkan_DestroyFontUploadObjects()
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
if (g_UploadBuffer)
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (bd->UploadBuffer)
{
vkDestroyBuffer(v->Device, g_UploadBuffer, v->Allocator);
g_UploadBuffer = VK_NULL_HANDLE;
vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator);
bd->UploadBuffer = VK_NULL_HANDLE;
}
if (g_UploadBufferMemory)
if (bd->UploadBufferMemory)
{
vkFreeMemory(v->Device, g_UploadBufferMemory, v->Allocator);
g_UploadBufferMemory = VK_NULL_HANDLE;
vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator);
bd->UploadBufferMemory = VK_NULL_HANDLE;
}
}
void ImGui_ImplVulkan_DestroyDeviceObjects()
{
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkan_DestroyFontUploadObjects();
if (g_ShaderModuleVert) { vkDestroyShaderModule(v->Device, g_ShaderModuleVert, v->Allocator); g_ShaderModuleVert = VK_NULL_HANDLE; }
if (g_ShaderModuleFrag) { vkDestroyShaderModule(v->Device, g_ShaderModuleFrag, v->Allocator); g_ShaderModuleFrag = VK_NULL_HANDLE; }
if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; }
if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; }
if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; }
if (g_FontSampler) { vkDestroySampler(v->Device, g_FontSampler, v->Allocator); g_FontSampler = VK_NULL_HANDLE; }
if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, g_DescriptorSetLayout, v->Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; }
if (g_PipelineLayout) { vkDestroyPipelineLayout(v->Device, g_PipelineLayout, v->Allocator); g_PipelineLayout = VK_NULL_HANDLE; }
if (g_Pipeline) { vkDestroyPipeline(v->Device, g_Pipeline, v->Allocator); g_Pipeline = VK_NULL_HANDLE; }
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
}
bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
{
// Load function pointers
// You can use the default Vulkan loader using:
// ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
// But this would be equivalent to not setting VK_NO_PROTOTYPES.
#ifdef VK_NO_PROTOTYPES
#define IMGUI_VULKAN_FUNC_LOAD(func) \
func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \
if (func == NULL) \
return false;
IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD)
#undef IMGUI_VULKAN_FUNC_LOAD
#else
IM_UNUSED(loader_func);
IM_UNUSED(user_data);
#endif
g_FunctionsLoaded = true;
return true;
}
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
{
// Setup backend capabilities flags
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_vulkan";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -902,9 +1041,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
IM_ASSERT(info->ImageCount >= info->MinImageCount);
IM_ASSERT(render_pass != VK_NULL_HANDLE);
g_VulkanInitInfo = *info;
g_RenderPass = render_pass;
g_Subpass = info->Subpass;
bd->VulkanInitInfo = *info;
bd->RenderPass = render_pass;
bd->Subpass = info->Subpass;
ImGui_ImplVulkan_CreateDeviceObjects();
@ -913,24 +1052,34 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
void ImGui_ImplVulkan_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplVulkan_NewFrame()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?");
IM_UNUSED(bd);
}
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(min_image_count >= 2);
if (g_VulkanInitInfo.MinImageCount == min_image_count)
if (bd->VulkanInitInfo.MinImageCount == min_image_count)
return;
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err = vkDeviceWaitIdle(v->Device);
check_vk_result(err);
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
g_VulkanInitInfo.MinImageCount = min_image_count;
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
bd->VulkanInitInfo.MinImageCount = min_image_count;
}
@ -952,6 +1101,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
{
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
IM_ASSERT(request_formats != NULL);
IM_ASSERT(request_formats_count > 0);
@ -996,6 +1146,7 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physic
VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
{
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
IM_ASSERT(request_modes != NULL);
IM_ASSERT(request_modes_count > 0);
@ -1198,7 +1349,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// We do not create a pipeline by default as this is also used by examples' main.cpp,
// but secondary viewport in multi-viewport mode may want to create one with:
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_Subpass);
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass);
}
// Create The Image Views
@ -1246,6 +1397,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// Create or resize window
void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
{
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
(void)instance;
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
@ -1254,7 +1406,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
{
vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
//vkQueueWaitIdle(g_Queue);
//vkQueueWaitIdle(bd->Queue);
for (uint32_t i = 0; i < wd->ImageCount; i++)
{

View File

@ -6,7 +6,8 @@
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -22,25 +23,42 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
// [Configuration] in order to use a custom Vulkan function loader:
// (1) You'll need to disable default Vulkan function prototypes.
// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
// - Or as a compilation flag in your build system
// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
// - Do not simply add it in a .cpp file!
// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
// If you have no idea what this is, leave it alone!
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
// Vulkan includes
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES
#endif
#include <vulkan/vulkan.h>
// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
struct ImGui_ImplVulkan_InitInfo
{
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkPipelineCache PipelineCache;
VkDescriptorPool DescriptorPool;
uint32_t Subpass;
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkPipelineCache PipelineCache;
VkDescriptorPool DescriptorPool;
uint32_t Subpass;
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
};
// Called by user code
@ -52,6 +70,9 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer comm
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
// Optional: load Vulkan functions with a custom function loader
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers

View File

@ -0,0 +1,715 @@
// dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-05-24: Add support for draw_data->FramebufferScale.
// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version.
#include "imgui.h"
#include "imgui_impl_wgpu.h"
#include <limits.h>
#include <webgpu/webgpu.h>
#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny)))
#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
#error "Requires at least emscripten 2.0.20"
#endif
// Dear ImGui prototypes from imgui_internal.h
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
// WebGPU data
static WGPUDevice g_wgpuDevice = NULL;
static WGPUQueue g_defaultQueue = NULL;
static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
static WGPURenderPipeline g_pipelineState = NULL;
struct RenderResources
{
WGPUTexture FontTexture; // Font texture
WGPUTextureView FontTextureView; // Texture view for font texture
WGPUSampler Sampler; // Sampler for the font texture
WGPUBuffer Uniforms; // Shader uniforms
WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
static RenderResources g_resources;
struct FrameResources
{
WGPUBuffer IndexBuffer;
WGPUBuffer VertexBuffer;
ImDrawIdx* IndexBufferHost;
ImDrawVert* VertexBufferHost;
int IndexBufferSize;
int VertexBufferSize;
};
static FrameResources* g_pFrameResources = NULL;
static unsigned int g_numFramesInFlight = 0;
static unsigned int g_frameIndex = UINT_MAX;
struct Uniforms
{
float MVP[4][4];
};
//-----------------------------------------------------------------------------
// SHADERS
//-----------------------------------------------------------------------------
// glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
/*
#version 450 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(set=0, binding = 0) uniform transform { mat4 mvp; };
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = mvp * vec4(aPos, 0, 1);
}
*/
static uint32_t __glsl_shader_vert_spv[] =
{
0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d,
0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005,
0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b,
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d,
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010,
0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047,
0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013,
0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,
0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e,
0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b,
0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b,
0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b,
0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b,
0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b,
0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e,
0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a,
0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d,
0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f,
0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023,
0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026,
0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b,
0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015,
0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016,
0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022,
0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027,
0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050,
0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007,
0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d,
0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038
};
// glsl_shader.frag, compiled with:
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
/*
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=0, binding=1) uniform sampler s;
layout(set=1, binding=0) uniform texture2D t;
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
void main()
{
fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
}
*/
static uint32_t __glsl_shader_frag_spv[] =
{
0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005,
0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,
0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015,
0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019,
0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,
0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,
0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,
0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,
0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,
0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,
0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,
0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b,
0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000,
0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013,
0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a,
0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,
0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,
0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019,
0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f,
0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007,
0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021,
0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038
};
static void SafeRelease(ImDrawIdx*& res)
{
if (res)
delete[] res;
res = NULL;
}
static void SafeRelease(ImDrawVert*& res)
{
if (res)
delete[] res;
res = NULL;
}
static void SafeRelease(WGPUBindGroupLayout& res)
{
if (res)
wgpuBindGroupLayoutRelease(res);
res = NULL;
}
static void SafeRelease(WGPUBindGroup& res)
{
if (res)
wgpuBindGroupRelease(res);
res = NULL;
}
static void SafeRelease(WGPUBuffer& res)
{
if (res)
wgpuBufferRelease(res);
res = NULL;
}
static void SafeRelease(WGPURenderPipeline& res)
{
if (res)
wgpuRenderPipelineRelease(res);
res = NULL;
}
static void SafeRelease(WGPUSampler& res)
{
if (res)
wgpuSamplerRelease(res);
res = NULL;
}
static void SafeRelease(WGPUShaderModule& res)
{
if (res)
wgpuShaderModuleRelease(res);
res = NULL;
}
static void SafeRelease(WGPUTextureView& res)
{
if (res)
wgpuTextureViewRelease(res);
res = NULL;
}
static void SafeRelease(WGPUTexture& res)
{
if (res)
wgpuTextureRelease(res);
res = NULL;
}
static void SafeRelease(RenderResources& res)
{
SafeRelease(res.FontTexture);
SafeRelease(res.FontTextureView);
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
SafeRelease(res.ImageBindGroup);
SafeRelease(res.ImageBindGroupLayout);
};
static void SafeRelease(FrameResources& res)
{
SafeRelease(res.IndexBuffer);
SafeRelease(res.VertexBuffer);
SafeRelease(res.IndexBufferHost);
SafeRelease(res.VertexBufferHost);
}
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
{
WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
spirv_desc.codeSize = binary_data_size;
spirv_desc.code = binary_data;
WGPUShaderModuleDescriptor desc;
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
stage_desc.entryPoint = "main";
return stage_desc;
}
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
{
WGPUBindGroupEntry image_bg_entries[] = { { 0, 0, 0, 0, 0, texture } };
WGPUBindGroupDescriptor image_bg_descriptor = {};
image_bg_descriptor.layout = layout;
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
image_bg_descriptor.entries = image_bg_entries;
return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor);
}
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
{
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
}
// Setup viewport
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
// Bind shader and vertex buffers
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, 0);
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, 0);
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
// Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// FIXME: Assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1;
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
if (fr->VertexBuffer)
{
wgpuBufferDestroy(fr->VertexBuffer);
wgpuBufferRelease(fr->VertexBuffer);
}
SafeRelease(fr->VertexBufferHost);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
WGPUBufferDescriptor vb_desc =
{
NULL,
"Dear ImGui Vertex buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
fr->VertexBufferSize * sizeof(ImDrawVert),
false
};
fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
if (!fr->VertexBuffer)
return;
fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
if (fr->IndexBuffer)
{
wgpuBufferDestroy(fr->IndexBuffer);
wgpuBufferRelease(fr->IndexBuffer);
}
SafeRelease(fr->IndexBufferHost);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
WGPUBufferDescriptor ib_desc =
{
NULL,
"Dear ImGui Index buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
fr->IndexBufferSize * sizeof(ImDrawIdx),
false
};
fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
if (!fr->IndexBuffer)
return;
fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
}
// Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_scale = draw_data->FramebufferScale;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Bind custom texture
ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (bind_group)
{
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
}
else
{
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
}
// Apply Scissor, Bind texture, Draw
uint32_t clip_rect[4];
clip_rect[0] = (uint32_t)(clip_scale.x * (pcmd->ClipRect.x - clip_off.x));
clip_rect[1] = (uint32_t)(clip_scale.y * (pcmd->ClipRect.y - clip_off.y));
clip_rect[2] = (uint32_t)(clip_scale.x * (pcmd->ClipRect.z - clip_off.x));
clip_rect[3] = (uint32_t)(clip_scale.y * (pcmd->ClipRect.w - clip_off.y));
wgpuRenderPassEncoderSetScissorRect(pass_encoder, clip_rect[0], clip_rect[1], clip_rect[2] - clip_rect[0], clip_rect[3] - clip_rect[1]);
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
}
static void ImGui_ImplWGPU_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height, size_pp;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
// Upload texture to graphics system
{
WGPUTextureDescriptor tex_desc = {};
tex_desc.label = "Dear ImGui Font Texture";
tex_desc.dimension = WGPUTextureDimension_2D;
tex_desc.size.width = width;
tex_desc.size.height = height;
tex_desc.size.depthOrArrayLayers = 1;
tex_desc.sampleCount = 1;
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.mipLevelCount = 1;
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_Sampled;
g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
WGPUTextureViewDescriptor tex_view_desc = {};
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_view_desc.dimension = WGPUTextureViewDimension_2D;
tex_view_desc.baseMipLevel = 0;
tex_view_desc.mipLevelCount = 1;
tex_view_desc.baseArrayLayer = 0;
tex_view_desc.arrayLayerCount = 1;
tex_view_desc.aspect = WGPUTextureAspect_All;
g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
}
// Upload texture data
{
WGPUImageCopyTexture dst_view = {};
dst_view.texture = g_resources.FontTexture;
dst_view.mipLevel = 0;
dst_view.origin = { 0, 0, 0 };
dst_view.aspect = WGPUTextureAspect_All;
WGPUTextureDataLayout layout = {};
layout.offset = 0;
layout.bytesPerRow = width * size_pp;
layout.rowsPerImage = height;
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
}
// Create the associated sampler
{
WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
sampler_desc.maxAnisotropy = 1;
g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
}
// Store our identifier
static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
}
static void ImGui_ImplWGPU_CreateUniformBuffer()
{
WGPUBufferDescriptor ub_desc =
{
NULL,
"Dear ImGui Uniform buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
sizeof(Uniforms),
false
};
g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
}
bool ImGui_ImplWGPU_CreateDeviceObjects()
{
if (!g_wgpuDevice)
return false;
if (g_pipelineState)
ImGui_ImplWGPU_InvalidateDeviceObjects();
// Create render pipeline
WGPURenderPipelineDescriptor2 graphics_pipeline_desc = {};
graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
graphics_pipeline_desc.multisample.count = 1;
graphics_pipeline_desc.multisample.mask = UINT_MAX;
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
// Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
// Vertex input configuration
WGPUVertexAttribute attribute_desc[] =
{
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
{ WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
};
WGPUVertexBufferLayout buffer_layouts[1];
buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
buffer_layouts[0].stepMode = WGPUInputStepMode_Vertex;
buffer_layouts[0].attributeCount = 3;
buffer_layouts[0].attributes = attribute_desc;
graphics_pipeline_desc.vertex.bufferCount = 1;
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
// Create the pixel shader
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
// Create the blending setup
WGPUBlendState blend_state = {};
blend_state.alpha.operation = WGPUBlendOperation_Add;
blend_state.alpha.srcFactor = WGPUBlendFactor_One;
blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend_state.color.operation = WGPUBlendOperation_Add;
blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
WGPUColorTargetState color_state = {};
color_state.format = g_renderTargetFormat;
color_state.blend = &blend_state;
color_state.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState fragment_state = {};
fragment_state.module = pixel_shader_desc.module;
fragment_state.entryPoint = pixel_shader_desc.entryPoint;
fragment_state.targetCount = 1;
fragment_state.targets = &color_state;
graphics_pipeline_desc.fragment = &fragment_state;
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.depthBias = 0;
depth_stencil_state.depthBiasClamp = 0;
depth_stencil_state.depthBiasSlopeScale = 0;
// Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = nullptr;
g_pipelineState = wgpuDeviceCreateRenderPipeline2(g_wgpuDevice, &graphics_pipeline_desc);
ImGui_ImplWGPU_CreateFontsTexture();
ImGui_ImplWGPU_CreateUniformBuffer();
// Create resource bind group
WGPUBindGroupLayout bg_layouts[2];
bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
WGPUBindGroupEntry common_bg_entries[] =
{
{ 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
{ 1, 0, 0, 0, g_resources.Sampler, 0 },
};
WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries;
g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
g_resources.ImageBindGroup = image_bind_group;
g_resources.ImageBindGroupLayout = bg_layouts[1];
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module);
SafeRelease(bg_layouts[0]);
return true;
}
void ImGui_ImplWGPU_InvalidateDeviceObjects()
{
if (!g_wgpuDevice)
return;
SafeRelease(g_pipelineState);
SafeRelease(g_resources);
ImGuiIO& io = ImGui::GetIO();
io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (unsigned int i = 0; i < g_numFramesInFlight; i++)
SafeRelease(g_pFrameResources[i]);
}
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
{
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_webgpu";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_wgpuDevice = device;
g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
g_renderTargetFormat = rt_format;
g_pFrameResources = new FrameResources[num_frames_in_flight];
g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX;
g_resources.FontTexture = NULL;
g_resources.FontTextureView = NULL;
g_resources.Sampler = NULL;
g_resources.Uniforms = NULL;
g_resources.CommonBindGroup = NULL;
g_resources.ImageBindGroups.Data.reserve(100);
g_resources.ImageBindGroup = NULL;
g_resources.ImageBindGroupLayout = NULL;
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)
{
FrameResources* fr = &g_pFrameResources[i];
fr->IndexBuffer = NULL;
fr->VertexBuffer = NULL;
fr->IndexBufferHost = NULL;
fr->VertexBufferHost = NULL;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
}
void ImGui_ImplWGPU_Shutdown()
{
ImGui_ImplWGPU_InvalidateDeviceObjects();
delete[] g_pFrameResources;
g_pFrameResources = NULL;
wgpuQueueRelease(g_defaultQueue);
g_wgpuDevice = NULL;
g_numFramesInFlight = 0;
g_frameIndex = UINT_MAX;
}
void ImGui_ImplWGPU_NewFrame()
{
if (!g_pipelineState)
ImGui_ImplWGPU_CreateDeviceObjects();
}

View File

@ -0,0 +1,25 @@
// dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include <webgpu/webgpu.h>
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();

View File

@ -7,7 +7,8 @@
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -18,20 +19,29 @@
#endif
#include <windows.h>
#include <tchar.h>
#include <dwmapi.h>
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
// Configuration flags to add in your imconfig.h file:
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <XInput.h>
#else
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
#endif
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
#pragma comment(lib, "xinput")
//#pragma comment(lib, "Xinput9_1_0")
#include <xinput.h>
typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
// 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.
// 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)
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
@ -57,31 +67,63 @@
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data
static HWND g_hWnd = NULL;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
static bool g_HasGamepad = false;
static bool g_WantUpdateHasGamepad = true;
struct ImGui_ImplWin32_Data
{
HWND hWnd;
HWND MouseHwnd;
bool MouseTracked;
INT64 Time;
INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor;
bool HasGamepad;
bool WantUpdateHasGamepad;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
HMODULE XInputDLL;
PFN_XInputGetCapabilities XInputGetCapabilities;
PFN_XInputGetState XInputGetState;
#endif
ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
{
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter;
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
return false;
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
return false;
// Setup backend capabilities flags
g_hWnd = (HWND)hwnd;
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_win32";
bd->hWnd = (HWND)hwnd;
bd->WantUpdateHasGamepad = true;
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
io.ImeWindowHandle = hwnd;
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
@ -105,12 +147,43 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
const char* xinput_dll_names[] =
{
"xinput1_4.dll", // Windows 8+
"xinput1_3.dll", // DirectX SDK
"xinput9_1_0.dll", // Windows Vista, Windows 7
"xinput1_2.dll", // DirectX SDK
"xinput1_1.dll" // DirectX SDK
};
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
{
bd->XInputDLL = dll;
bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
break;
}
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
return true;
}
void ImGui_ImplWin32_Shutdown()
{
g_hWnd = (HWND)0;
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (bd->XInputDLL)
::FreeLibrary(bd->XInputDLL);
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
IM_DELETE(bd);
}
static bool ImGui_ImplWin32_UpdateMouseCursor()
@ -148,23 +221,36 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
static void ImGui_ImplWin32_UpdateMousePos()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(bd->hWnd != 0);
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
const ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
HWND focused_window = ::GetForegroundWindow();
HWND hovered_window = bd->MouseHwnd;
HWND mouse_window = NULL;
if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
mouse_window = hovered_window;
else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
mouse_window = focused_window;
if (mouse_window == NULL)
return;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
if (::ClientToScreen(g_hWnd, &pos))
POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
if (::ClientToScreen(bd->hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
}
// Set mouse position
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Set Dear ImGui mouse position from OS position
POINT pos;
if (HWND active_window = ::GetForegroundWindow())
if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
}
// Gamepad navigation mapping
@ -172,22 +258,23 @@ static void ImGui_ImplWin32_UpdateGamepads()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
if (g_WantUpdateHasGamepad)
if (bd->WantUpdateHasGamepad)
{
XINPUT_CAPABILITIES caps;
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
g_WantUpdateHasGamepad = false;
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
bd->WantUpdateHasGamepad = false;
}
XINPUT_STATE xinput_state;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
XINPUT_STATE xinput_state;
if (bd->HasGamepad && bd->XInputGetState && bd->XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
{
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
@ -219,34 +306,28 @@ static void ImGui_ImplWin32_UpdateGamepads()
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
::GetClientRect(g_hWnd, &rect);
::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
io.KeySuper = false;
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMousePos();
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (g_LastMouseCursor != mouse_cursor)
if (bd->LastMouseCursor != mouse_cursor)
{
g_LastMouseCursor = mouse_cursor;
bd->LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
@ -280,8 +361,25 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0;
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
switch (msg)
{
case WM_MOUSEMOVE:
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
bd->MouseHwnd = hwnd;
if (!bd->MouseTracked)
{
TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
::TrackMouseEvent(&tme);
bd->MouseTracked = true;
}
break;
case WM_MOUSELEAVE:
if (bd->MouseHwnd == hwnd)
bd->MouseHwnd = NULL;
bd->MouseTracked = false;
break;
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
@ -319,14 +417,24 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
return 0;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return 0;
case WM_KEYUP:
case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
{
bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
if (wParam < 256)
io.KeysDown[wParam] = 0;
io.KeysDown[wParam] = down;
if (wParam == VK_CONTROL)
io.KeyCtrl = down;
if (wParam == VK_SHIFT)
io.KeyShift = down;
if (wParam == VK_MENU)
io.KeyAlt = down;
return 0;
}
case WM_SETFOCUS:
case WM_KILLFOCUS:
io.AddFocusEvent(msg == WM_SETFOCUS);
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
@ -339,7 +447,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0;
case WM_DEVICECHANGE:
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
g_WantUpdateHasGamepad = true;
bd->WantUpdateHasGamepad = true;
return 0;
}
return 0;
@ -360,19 +468,32 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
//---------------------------------------------------------------------------------------------------------
// Implement some of the functions and types normally declared in recent Windows SDK.
#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
{
OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
return ::VerifyVersionInfoW(&osvi, mask, cond);
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
if (RtlVerifyVersionInfoFn == NULL)
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
if (RtlVerifyVersionInfoFn == NULL)
return FALSE;
RTL_OSVERSIONINFOEXW versionInfo = { };
ULONGLONG conditionMask = 0;
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
versionInfo.dwMajorVersion = major;
versionInfo.dwMinorVersion = minor;
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
}
#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
#endif
#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
#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
#ifndef DPI_ENUMS_DECLARED
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
@ -392,7 +513,7 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
// if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
if (_IsWindows10OrGreater())
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
@ -401,7 +522,7 @@ void ImGui_ImplWin32_EnableDpiAwareness()
return;
}
}
if (IsWindows8Point1OrGreater())
if (_IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
@ -416,29 +537,32 @@ void ImGui_ImplWin32_EnableDpiAwareness()
}
#if defined(_MSC_VER) && !defined(NOGDI)
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
#endif
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
UINT xdpi = 96, ydpi = 96;
static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
if (bIsWindows8Point1OrGreater)
if (_IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
if (GetDpiForMonitorFn != NULL)
{
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f;
}
}
#ifndef NOGDI
else
{
const HDC dc = ::GetDC(NULL);
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
::ReleaseDC(NULL, dc);
}
#endif
const HDC dc = ::GetDC(NULL);
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
::ReleaseDC(NULL, dc);
#endif
return xdpi / 96.0f;
}
@ -449,3 +573,43 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
}
//---------------------------------------------------------------------------------------------------------
// Transparency related helpers (optional)
//--------------------------------------------------------------------------------------------------------
#if defined(_MSC_VER)
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
#endif
// [experimental]
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
{
if (!_IsWindowsVistaOrGreater())
return;
BOOL composition;
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
return;
BOOL opaque;
DWORD color;
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
{
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
bb.hRgnBlur = region;
bb.fEnable = TRUE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
::DeleteObject(region);
}
else
{
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
}
}
//---------------------------------------------------------------------------------------------------------

View File

@ -7,7 +7,8 @@
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -18,11 +19,6 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Configuration
// - Disable gamepad support or linking with xinput.lib
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
@ -39,3 +35,8 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
// Transparency related helpers (optional) [experimental]
// - Use to enable alpha compositing transparency with the desktop.
// - Use together with e.g. clearing your framebuffer with zero-alpha.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd

View File

@ -9,13 +9,15 @@ 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.
- 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>
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.
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.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
### What are backends
@ -36,7 +38,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
- Optional: multi-viewports support.
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)
and backends which we are describing here (backends/ folder).
@ -46,17 +48,23 @@ 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.
### 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
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
List of Platforms Backends:
imgui_impl_android.cpp ; Android native app API
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
List of Renderer Backends:
@ -68,6 +76,7 @@ List of Renderer Backends:
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU
List of high-level Frameworks Backends (combining Platform + Renderer):
@ -79,35 +88,7 @@ The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/ex
### Backends for third-party frameworks, graphics API or other languages
See https://github.com/ocornut/imgui/wiki/Bindings
- AGS/Adventure Game Studio
- Amethyst
- bsf
- Cinder
- Cocos2d-x
- Diligent Engine
- Flexium,
- GML/Game Maker Studio2
- GTK3+OpenGL3
- Irrlicht Engine
- LÖVE+LUA
- Magnum
- NanoRT
- Nim Game Lib,
- Ogre
- openFrameworks
- OSG/OpenSceneGraph
- Orx
- px_render
- Qt/QtDirect3D
- SFML
- Sokol
- Unity
- Unreal Engine 4
- vtk
- Win32 GDI
etc.
See https://github.com/ocornut/imgui/wiki/Bindings for the full list.
### Recommended Backends

View File

@ -5,11 +5,11 @@ This document holds the user-facing changelog that we also use in release notes.
We generally fold multiple commits pertaining to the same topic as a single entry.
Changes to backends are also included within the individual .cpp files of each backend.
RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
FAQ https://www.dearimgui.org/faq/
WIKI https://github.com/ocornut/imgui/wiki
RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES: https://github.com/ocornut/imgui/issues
DISCUSS, ASK QUESTIONS: https://github.com/ocornut/imgui/discussions
FAQ https://www.dearimgui.org/faq/
WIKI https://github.com/ocornut/imgui/wiki
WHEN TO UPDATE?
@ -32,14 +32,414 @@ HOW TO UPDATE?
-----------------------------------------------------------------------
VERSION 1.80 (In Progress)
VERSION 1.84.2 (Released 2021-08-23)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.84.2
- Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse]
- Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision
floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble]
-----------------------------------------------------------------------
VERSION 1.84.1 (Released 2021-08-20)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.84.1
- Disabled: Fixed BeginDisabled(false) - BeginDisabled(true) was working. (#211, #4452, #4453)
-----------------------------------------------------------------------
VERSION 1.84 (Released 2021-08-20)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.84
Breaking Changes:
- Added imgui_tables.cpp file! Manually constructed project files will need the new file added!
- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
- ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
- ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd]
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callbacks
and forward them to the backend:
- Register glfwSetCursorEnterCallback, forward events to ImGui_ImplGlfw_CursorEnterCallback().
- Register glfwSetWindowFocusCallback, forward events to ImGui_ImplGlfw_WindowFocusCallback().
- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal]
Kept inline redirection function (will obsolete).
- Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to
receive mouse clicks events on window focus, otherwise SDL doesn't emit the event. (#3751, #4377, #2445)
This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application.
It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
return value of ButtonBehavior() rather than (HoveredId == id).
Other Changes:
- IO: Added io.AddFocusEvent() api for backend to tell when host window has gained/lost focus. (#4388) [@thedmd]
If you use a custom backend, consider adding support for this!
- Disabled: added BeginDisabled()/EndDisabled() api to create a scope where interactions are disabled. (#211)
- Added style.DisabledAlpha (default to 0.60f) and ImGuiStyleVar_DisabledAlpha. (#211)
- Unlike the internal-and-undocumented-but-somehow-known PushItemFlag(ImGuiItemFlags_Disabled), this also alters
visuals. Currently this is done by lowering alpha of all widgets. Future styling system may do that differently.
- Disabled items set HoveredId, allowing e.g. HoveredIdTimer to run. (#211, #3419) [@rokups]
- Disabled items more consistently release ActiveId if the active item got disabled. (#211)
- Nav: Fixed disabled items from being candidate for default focus. (#211, #787)
- Fixed Selectable() selection not showing when disabled. (#211)
- Fixed IsItemHovered() returning true on disabled item when navigated to. (#211)
- Fixed IsItemHovered() when popping disabled state after item, or when using Selectable_Disabled. (#211)
- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument displays a dot instead of a '*' so it
is independent from font style. When in a tab, the dot is displayed at the same position as the close button.
Added extra comments to clarify the purpose of this flag in the context of docked windows.
- Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935)
- Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag,
because it manipulates the user-accessible show/hide state. (#3935)
- Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column.
Convenient for some small columns. Name will still appear in context menu. (#4206).
- Tables: Fixed columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section.
- Tables: Fixed invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
- TabBar: Fixed using more than 32 KB-worth of tab names. (#4176)
- InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211)
- InputText: Fixed named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) [@kfsone]
- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
- Drag and Drop: Fixed using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip. [@JeffM2501]
- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered.
- Menus: Fixed hovering a disabled menu or menu item not closing other menus. (#211)
- Popups: Fixed BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups]
- Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439)
- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels.
- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269)
- Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487)
- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles.
Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd]
- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
implying that the file is required.
- Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. [@rokups]
- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their
data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard
backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to
instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used across
multiple windows. (#586, #1851, #2004, #3012, #3934, #4141)
- Backends: Win32: Rework to handle certain Windows 8.1/10 features without a manifest. (#4200, #4191)
- ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
- ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with
'#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301)
- Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377)
- Backends: Win32, SDL2, GLFW, OSX, Allegro: now calling io.AddFocusEvent() on focus gain/loss. (#4388) [@thedmd]
This allow us to ignore certain inputs on focus loss (previously relied on mouse loss but backends are now
reporting mouse even when host window is unfocused, as per #2445, #2696, #3751, #4377)
- Backends: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622)
- Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
(backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will
need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback).
- Backends: SDL2: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
(enabled with SDL 2.0.5+ as SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH).
- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
about building on 32-bit systems. (#4225) [@kingofthebongo2008]
- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
initialize the same loader as the backend. [@rokups]
Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
- Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
- Examples: DX12: Removed unnecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups]
- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
Other OSX examples were not affected. (#4253, #1873) [@rokups]
- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
-----------------------------------------------------------------------
VERSION 1.83 (Released 2021-05-24)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.83
Breaking Changes:
- Backends: Obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). (#3761) [@thedmd]
- If you are using official backends from the source tree: you have nothing to do.
- If you copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
Why are we doing this?
- This change will be required in the future when adding support for incremental texture atlas updates.
- Please note this won't break soon, but we are making the change ahead of time.
Other Changes:
- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing.
- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
- Nav: Fixed toggling menu layer while an InputText() is active not stealing active id. (#787)
- Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787)
- Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. [@rokups] (#370)
- Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag. (#787)
- Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787)
- Nav: Fixed fast CTRL+Tab (where keys are only held for one single frame) from properly enabling the
menu layer of target window if it doesn't have other active layers.
- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
- Tables: Better preserve widths when columns count changes. (#4046)
- Tables: Sharing more memory buffers between tables, reducing general memory footprints. (#3740)
- TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
frame and then immediately standing still (would only affect automation/bots). [@rokups]
- Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) [@mattelegende]
- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
consistent with the compile-time default. (#3922)
- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
- InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038)
(fix submitted to https://github.com/nothings/stb/pull/1158) [@Unit2Ed, @ocornut]
- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr]
- InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password
is used. (#4155, #4156) [@michael-swan]
- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
- Combos: Changed the combo popup to use a different id to also using a context menu with the default item id.
Fixed using BeginPopupContextItem() with no parameter after a combo. (#4167)
- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
- Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138)
- Optimization: Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions
(e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings.
- ImDrawList: Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091) [@wolfpld]
- ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183)
Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on
par with original version. Now incorporating the correct revert.
- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd]
- Demo: Improved popups demo and comments.
- Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts".
- Backends: SDL2: Rework global mouse pos availability check listing supported platforms explicitly,
effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961)
[@1025798851]
- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups]
- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
workaround/fix state restoring issues. Unknown exactly why so, bit of a cargo-cult fix. (#3857)
- Backends: DirectX9: explicitly setting up more graphics states to increase compatibility with unusual
non-default states. (#4063)
- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
entering the rendering function. (#4045) [@Nemirtingas]
- Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124]
- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
- Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz]
- Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones]
- Examples: OpenGL: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx]
- Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
- Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups]
- Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988]
- Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446)
- Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369)
- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
-----------------------------------------------------------------------
VERSION 1.82 (Released 2021-02-15)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.82
Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
- ImGui::SetScrollHere() --> use ImGui::SetScrollHereY()
- ImDrawList: upgraded AddPolyline()/PathStroke()'s "bool closed" parameter to use "ImDrawFlags flags".
- bool closed = false --> use ImDrawFlags_None, or 0
- bool closed = true --> use ImDrawFlags_Closed
The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
Difference may not be noticeable for most but zealous type-checking tools may report a need to change.
- ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
- ImDrawCornerFlags_TopLeft --> use ImDrawFlags_RoundCornersTopLeft
- ImDrawCornerFlags_BotRight --> use ImDrawFlags_RoundCornersBottomRight
- ImDrawCornerFlags_None --> use ImDrawFlags_RoundCornersNone etc.
Flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
IMPORTANT: The default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
- rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
- rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
- rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
- rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use)!
- this ONLY matters for hardcoded use of 0 with rounding > 0.0f.
- fix by using named ImDrawFlags_RoundCornersNone or rounding == 0.0f!
- this is technically the only real breaking change which we can't solve automatically (it's also uncommon).
The old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners"
and we sometimes encouraged using them as shortcuts. As a result the legacy path still support use of hardcoded ~0
or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
Courtesy of legacy untangling commity: [@rokups, @ocornut, @thedmd]
- ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts
of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
- InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an
incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863)
- Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers.
- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f)
to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
- Win32+MinGW: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly
disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their
imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. (#2590, #738) [@actboy168]
*EDIT* Undid in 1.84.
- Backends: Win32: Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi.
Other Changes:
- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the time a new window appears. (#3865) [@nem0]
- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible
area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
- Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or
when it appears while gamepad/keyboard are not being used. (#787)
- Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.)
with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369]
- Drags, Sliders: Fixed a bug where editing value would use wrong number if there were digits right after
format specifier (e.g. using "%f123" as a format string). [@rokups]
- Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h
would cause incorrect value to be displayed. (#3604) [@rokups]
- Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using
either of them, when the hovered location is located within a child window, e.g. InputTextMultiline().
This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370)
- Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item
has an ID (for ID-less items will add new functionalities later). (#1637, #3885)
- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369)
This can currently only ever be set by the Freetype renderer.
- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tessellate.
The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining
quality for large arcs (tessellation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
- ImDrawList: PathArcToFast() also adaptively tessellate efficiently. This means that large rounded corners
in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
- 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]
- Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836)
- Misc: Added 'debuggers/imgui.gdb' and 'debuggers/imgui.natstepfilter' (along with existing 'imgui.natvis')
scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups]
- Backends: Android: Added native Android backend. (#3446) [@duddel]
- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
alpha compositing and transparent windows. (#2766, #3447 etc.).
- 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]
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
- Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel]
- 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]
- Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid]
-----------------------------------------------------------------------
VERSION 1.81 (Released 2021-02-10)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.81
Breaking Changes:
- ListBox helpers:
- Renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox().
- Renamed ListBoxFooter() to EndListBox().
- Removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size.
In the redirection function, made vertical padding consistent regardless of (items_count <= height_in_items) or not.
- Kept inline redirection function for all threes (will obsolete).
- imgui_freetype:
- Removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function.
Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too.
- The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
- Renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
- Renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
Other Changes:
- Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
- In 'master' branch or without multi-viewports feature enabled:
- GetMainViewport()->Pos is always == (0,0)
- GetMainViewport()->Size is always == io.DisplaySize
- In 'docking' branch and with the multi-viewports feature enabled:
- GetMainViewport() will return information from your host Platform Window.
- In the future, we will support a "no main viewport" mode and this may return bounds of your main monitor.
- For forward compatibility with multi-viewports/multi-monitors:
- 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.
- 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 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
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)
- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no
close button in the window. (#3731)
- SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans]
Would also repro with DragFloat() when using ImGuiSliderFlags_Logarithmic with v_min==v_max.
- Menus: Fixed an issue with child-menu auto sizing (issue introduced in 1.80 on 2021/01/25) (#3779)
- InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. (#3781)
- InputText: Multiline: Fixed padding/cliprect not precisely matching single-line version. (#3781)
- InputText: Multiline: Fixed FramePadding.y worth of vertical offset when aiming with mouse.
- ListBox: Tweaked default height calculation.
- Fonts: imgui_freetype: Facilitated using FreeType integration: [@Xipiryon, @ocornut]
- Use '#define IMGUI_ENABLE_FREETYPE' in imconfig.h should make it work with no other modifications
other than compiling misc/freetype/imgui_freetype.cpp and linking with FreeType.
- Use '#define IMGUI_ENABLE_STB_TRUETYPE' if you somehow need the stb_truetype rasterizer to be
compiled in along with the FreeType one, otherwise it is enabled by default.
- Fonts: imgui_freetype: Added support for colored glyphs as supported by Freetype 2.10+ (for .ttf using CPAL/COLR
tables only). Enable the ImGuiFreeTypeBuilderFlags_LoadColor on a given font. Atlas always output directly
as RGBA8 in this situation. Likely to make sense with IMGUI_USE_WCHAR32. (#3369) [@pshurgal]
- Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. This is in order for text wrapping
to have enough space when provided width precisely calculated with CalcTextSize().x. (#3776)
Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but
variety of code is currently on it so we are first fixing current behavior before we'll eventually change it.
- Log/Capture: Fix various new line/spacing issue when logging widgets. [@Xipiryon, @ocornut]
- Log/Capture: Improved the ASCII look of various widgets, making large dumps more easily human readable.
- ImDrawList: Fixed AddCircle()/AddCircleFilled() with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738)
Would lead to a buffer read overflow.
- ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert.
- ImDrawList: Fixed PathArcToFast() handling of a_min > a_max.
- Metrics: Back-ported "Viewports" debug visualizer from 'docking' branch.
- Demo: Added 'Examples->Fullscreen Window' demo using GetMainViewport() values. (#3789)
- Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
- Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilitate compiling with
old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese]
- Backends: Vulkan: Add support for custom Vulkan function loader and VK_NO_PROTOTYPES. (#3759, #3227) [@Hossein-Noroozpour]
User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions.
- Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V]
- Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups]
- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz]
Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.
- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)
-----------------------------------------------------------------------
VERSION 1.80 (Released 2021-01-21)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.80
Breaking Changes:
- Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740)
- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513)
- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2017):
- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete).
- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018):
- io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
- ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
- ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
@ -48,46 +448,64 @@ Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018):
- InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X was value for decimal_precision.
- same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
- Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018):
- ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
- ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
- ImGuiInputTextCallback -> use ImGuiTextEditCallback
- ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
- If you were still using the old names, while you are cleaning up, considering enabling
IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
and removing up old API calls, if any remaining.
- Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of
incoming Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply
- Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce
confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies
to other data structures. (#2636)
Other Changes:
- Tables: added new Tables Beta API as a replacement for old Columns. (#2957, #125)
Check out 'Demo->Tables' for many demos + API comments in imgui.h for details.
- Added 16 functions: BeginTable(), EndTable(),
TableNextRow(), TableNextColumn(), TableSetColumnIndex(), TableGetColumnIndex(), TableGetRowIndex(),
TableSetupColumn(), TableSetupScrollFreeze(),
TableHeadersRow(), TableHeader(), TableSetBgColor(), TableGetSortSpecs(),
TableGetColumnCount(), TableGetColumnName(), TableGetColumnFlags().
- Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs.
- Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget.
- Added 3 flags sets: ImGuiTableFlags (27 flags), ImGuiTableColumnFlags (24 flags), ImGuiTableRowFlags (1 flags).
- Added 5 colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
- Added 1 style var: ImGuiStyleVar_CellPadding.
- Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125)
Check out 'Demo->Tables' for many demos.
Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp.
- Added 16 functions:
- BeginTable(), EndTable()
- TableNextRow(), TableNextColumn(), TableSetColumnIndex()
- TableSetupColumn(), TableSetupScrollFreeze()
- TableHeadersRow(), TableHeader()
- TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags()
- TableGetSortSpecs(), TableSetBgColor()
- Added 3 flags sets:
- ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.)
- ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.)
- ImGuiTableRowFlags (1 flag for: header row)
- Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs
- Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget
- Added 1 style variable: ImGuiStyleVar_CellPadding
- Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
- Tab Bar: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
- Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521)
- Tab Bar: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows.
- Tab Bar: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414)
- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode()
or CollapsingHeader() while dragging. (#1738)
- Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging
- Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging
into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
- Checkbox: Added CheckboxFlags() helper with int* type.
- Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed).
- Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain]
- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
- InputText: Fixed swiching from single to multi-line while preserving same ID.
- InputText: Fixed switching from single to multi-line while preserving same ID.
- Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034)
- DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value.
- DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets
into text input with a simple mouse click-release (without moving). (#3737)
- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier
helpers. (#3127, #3664, #3665) [@aiekick]
- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
@ -102,25 +520,38 @@ Other Changes:
- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports).
- Style: Reduced the size of the resizing grip, made alpha less prominent.
- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles.
- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
- Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase
compatibility with legacy code. (#3671)
- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
- Backends: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. (@3579) [@bdero]
- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
- Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero]
- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti]
- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
- Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki]
- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe.
- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them.
- Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs.
- Docs: Improved the wiki and added a https://github.com/ocornut/imgui/wiki/Useful-Widgets page. [@Xipiryon]
[2021/05/20: moved to https://github.com/ocornut/imgui/wiki/Useful-Extensions]
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
-----------------------------------------------------------------------
VERSION 1.79 (Released 2020-10-08)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.79
Breaking Changes:
- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
@ -137,7 +568,7 @@ Breaking Changes:
- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete).
- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77.
For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function.
- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it
- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it
is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can
use IsWindowAppearing() after BeginPopup() for a similar result.
@ -160,7 +591,7 @@ Other Changes:
- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454)
- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to
the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio.
Note that some other text editors instead would move the crusor to the end of the line). [@Xipiryon]
Note that some other text editors instead would move the cursor to the end of the line). [@Xipiryon]
- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case
where v_min == v_max. (#3361)
- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both
@ -188,7 +619,7 @@ Other Changes:
tabs reordered in the tab list popup. [@Xipiryon]
- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of
a fully clipped column. (#3475) [@szreder]
- Popups, Tooltips: Fix edge cases issues with positionning popups and tooltips when they are larger than
- Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than
viewport on either or both axises. [@Rokups]
- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
@ -213,6 +644,8 @@ Other Changes:
VERSION 1.78 (Released 2020-08-18)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.78
Breaking Changes:
- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut]
@ -350,7 +783,7 @@ Other Changes:
- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(),
allowing to check if any popup is open at the current level, if a given popup is open at any popup
level, if any popup is open at all.
- Popups: Fix an edge case where programatically closing a popup while clicking on its empty space
- Popups: Fix an edge case where programmatically closing a popup while clicking on its empty space
would attempt to focus it and close other popups. (#2880)
- Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636)
- Popups: Clarified some of the comments and function prototypes.
@ -1075,7 +1508,7 @@ Breaking Changes:
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
If for some reason your time step calculation gives you a zero value, replace it with a arbitrary small value!
If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value!
Other Changes:
@ -1487,7 +1920,7 @@ Other Changes:
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
characters. (#1859) [@JX-Master, @ocornut]
- Examples: OSX: Added imgui_impl_osx.mm backend to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by resetting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
@ -2262,7 +2695,7 @@ Other Changes:
- Combo(): Right-most button stays highlighted when pop-up is open.
- Combo(): Display pop-up above if there's isn't enough space below / or select largest side. (#505)
- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564)
- DragFloat(): Always apply value when mouse is held/widget active, so that an always-reseting variable (e.g. non saved local) can be passed.
- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting variable (e.g. non saved local) can be passed.
- InputText(): OS X friendly behaviors: Word movement uses ALT key; Shortcuts uses CMD key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473)
- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541)
- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555)

View File

@ -3,7 +3,11 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMP
## Dear ImGui: Examples
**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder.
platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
integrating Dear ImGui in your own application/game/engine.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
You can find Windows binaries for some of those example applications at:
http://www.dearimgui.org/binaries
@ -79,6 +83,10 @@ Changelog, so if you want to update them later it will be easier to catch up wit
Allegro 5 example. <BR>
= main.cpp + imgui_impl_allegro5.cpp
[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
Android + OpenGL3 (ES) example. <BR>
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
OSX & iOS + Metal example. <BR>
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
@ -98,6 +106,10 @@ Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
Emcripten + GLFW + WebGPU example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
GLFW (Mac) + Metal example. <BR>
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
@ -105,21 +117,18 @@ GLFW (Mac) + Metal example. <BR>
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline). <BR>
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern OpenGL calls and custom shaders. <BR>
This may actually also work with OpenGL 2.x contexts! <BR>
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
@ -155,7 +164,6 @@ SDL2 (Mac) + Metal example. <BR>
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
@ -165,10 +173,7 @@ state, and might confuse your GPU driver. One star, not recommended.
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern OpenGL calls and custom shaders. <BR>
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
This may actually also work with OpenGL 2.x contexts! <BR>
[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
@ -198,9 +203,9 @@ This is quite long and tedious, because: DirectX12.
**Building**
Unfortunately in 2020 it is still tedious to create and maintain portable build files using external
Unfortunately nowadays it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here we choose to provide:
third party software and build systems. For most examples here we choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2012+

View File

@ -16,14 +16,14 @@ or view this file with any Markdown viewer.
| [Which version should I get?](#q-which-version-should-i-get) |
| **Q&A: Integration** |
| **[How to get started?](#q-how-to-get-started)** |
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application)** |
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
| [I integrated Dear ImGui in my engine and little squares are showing instead of text..](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[Why is my widget not reacting when I click on it?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
| **[Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
@ -47,15 +47,15 @@ or view this file with any Markdown viewer.
### Q: Where is the documentation?
**This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.**
**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.**
- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
- The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links.
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
- The [Issues](https://github.com/ocornut/imgui/issues) section can be searched for past questions and issues.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
##### [Return to Index](#index)
@ -66,7 +66,7 @@ or view this file with any Markdown viewer.
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
##### [Return to Index](#index)
@ -81,9 +81,6 @@ You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch
Many projects are using this branch and it is kept in sync with master regularly.
You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) branch which includes:
- [Table features](https://github.com/ocornut/imgui/issues/2957)
##### [Return to Index](#index)
----
@ -94,24 +91,35 @@ You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) bran
Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
##### [Return to Index](#index)
---
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application.
- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application.
- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons.
- When `io.WantCaptureMouse` is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
- When `io.WantCaptureKeyboard` is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
- When `io.WantTextInput` is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
```cpp
void MyLowLevelMouseButtonHandler(int button, bool down)
{
// (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
ImGuiIO& io = ImGui::GetIO();
io.MouseDown[button] = down;
// (2) ONLY forward mouse data to your underlying app/game.
if (!io.WantCaptureMouse)
my_game->HandleMouseData(...);
}
```
**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
@ -151,16 +159,17 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
---
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
This usually means that: your font texture wasn't uploaded into GPU, or your shader or other rendering state are not reading from the right texture (e.g. texture wasn't bound).
If this happens using the standard backends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Your renderer is not using the font texture correctly or it hasn't be uploaded to GPU.
- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
You are probably mishandling the clipping rectangles in your render function.
Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
Rectangles provided by Dear ImGui are defined as
@ -214,12 +223,13 @@ Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
```
We used "..." above to signify whatever was already pushed to the ID stack previously:
- If you have a same ID twice in the same location, you'll have a conflict:
```cpp
Begin("MyWindow");
Button("OK");
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one.
Button(""); // ERROR: ID collision with Begin("MyWindow")!
End();
```
Fear not! this is easy to solve and there are many ways to solve it!
@ -231,8 +241,9 @@ are going to be created:
```cpp
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
End();
```
- If you want to completely hide the label, but still need an ID:
@ -250,7 +261,7 @@ sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
```
- Solving ID conflict in a more general manner:
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
@ -290,7 +301,7 @@ PushID("node");
PopID();
PopID();
```
- Tree nodes implicitly creates a scope for you by calling PushID().
- Tree nodes implicitly creates a scope for you by calling `PushID()`:
```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
@ -364,7 +375,7 @@ ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
```cpp
// Cast ImTextureID / void* stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)pcmd->TextureId;
MyTexture* texture = (MyTexture*)pcmd->GetTexID();
MyEngineBindTexture2D(texture);
```
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
@ -454,8 +465,9 @@ ImGui::End();
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data.
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
`- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
##### [Return to Index](#index)
@ -601,7 +613,8 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Gallery](https://github.com/ocornut/imgui/issues/3488)
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
- [Gallery](https://github.com/ocornut/imgui/issues/4451)
##### [Return to Index](#index)
@ -643,11 +656,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
# Q&A: Community
### Q: How can I help?
- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/4451). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and help other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)

View File

@ -5,19 +5,18 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
You may also load external .TTF/.OTF files.
You may also load external .TTF/.OTF files.
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
**Read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
**Use the Discord server**: http://discord.dearimgui.org and not the GitHub issue tracker for basic font loading questions.
**Also read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
## Index
- [Readme First](#readme-first)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#font-loading-instructions)
- [Using Icons](#using-icons)
- [Using FreeType Rasterizer](#using-freetype-rasterizer)
- [Using Icon Fonts](#using-icon-fonts)
- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
@ -28,7 +27,7 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
---------------------------------------
## Readme First
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
- You can use the style editor `ImGui::ShowStyleEditor()` in the "Fonts" section to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
@ -70,11 +69,13 @@ If you get an assert stating "Could not load font file!", your font filename is
**Load multiple fonts:**
```cpp
// Init
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
// Select font at runtime
```
```cpp
// In application loop: select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
ImGui::Text("Hello with another font");
@ -145,29 +146,28 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
**Font Atlas too large?**
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
- In particular, using a large range such as `GetGlyphRangesChineseSimplifiedCommon()` is not recommended unless you set `OversampleH`/`OversampleV` to 1 and use a small font size.
- Mind the fact that some graphics drivers have texture size limitation.
- If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
- Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
1. Reduce glyphs ranges by calculating them from source localization data.
You can use the `ImFontGlyphRangesBuilder` for this purpose, this will be the biggest win!
2. You may reduce oversampling, e.g. `font_config.OversampleH = font_config.OversampleV = 1`, this will largely reduce your texture size.
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size.
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable.
3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`
6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`.
##### [Return to Index](#index)
## Using Icons
## Using Icon Fonts
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders.
So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
Example Setup:
@ -198,7 +198,7 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
##### [Return to Index](#index)
## Using FreeType Rasterizer
## Using FreeType Rasterizer (imgui_freetype)
- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
@ -208,6 +208,28 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
##### [Return to Index](#index)
## Using Colorful Glyphs/Emojis
- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+.
- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
- Not all types of color fonts are supported by FreeType at the moment.
- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
```cpp
io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
static ImFontConfig cfg;
cfg.OversampleH = cfg.OversampleV = 1;
cfg.MergeMode = true;
cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor;
io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges);
```
##### [Return to Index](#index)
## Using Custom Glyph Ranges
You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
@ -227,7 +249,7 @@ io.Fonts->Build(); // Build the atlas while
## Using Custom Colorful Icons
**(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
@ -316,7 +338,7 @@ Some fonts files are available in the `misc/fonts/` folder:
<br>https://fonts.google.com/specimen/Roboto
**Cousine-Regular.ttf**, by Steve Matteson
<br>Digitized data copyright (c) 2010 Google Corporation.
<br>Digitized data copyright (c) 2010 Google Corporation.
<br>Licensed under the SIL Open Font License, Version 1.1
<br>https://fonts.google.com/specimen/Cousine

View File

@ -20,14 +20,14 @@ Dear ImGui is designed to **enable fast iterations** and to **empower programmer
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
| [Usage](#usage) - [How it works](#how-it-works) - [Releases](#releases) - [Demo](#demo) - [Integration](#integration) |
| [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
:----------------------------------------------------------: |
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### Usage
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.).
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h).
**No specific build process is required**. You can add the .cpp files to your existing project.
@ -93,9 +93,10 @@ Dear ImGui outputs vertex buffers and command lists that you can easily render i
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
### Releases
### Releases & Changelogs
See [Releases](https://github.com/ocornut/imgui/releases) page.
Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
### Demo
@ -104,7 +105,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20200918.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20200918.zip) (Windows, 1.78 WIP, built 2020/09/18, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
- [imgui-demo-binaries-20210331.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20210331.zip) (Windows, 1.83 WIP, built 2021/03/31, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)).
@ -115,24 +116,23 @@ On most platforms and when using C++, **you should be able to use a combination
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal.
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU.
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
- Frameworks: Emscripten, Allegro5, Marmalade.
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, nCine, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GLEQ, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS & Switch (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SDL_Renderer, SFML, Sokol, Unity, Unreal Engine 4, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
[Useful widgets and extensions](https://github.com/ocornut/imgui/wiki/Useful-Widgets) wiki page:
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
- Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos etc.
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Upcoming Changes
Some of the goals for 2020 are:
- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957), in public [tables](https://github.com/ocornut/imgui/tree/tables) branch looking for feedback)
Some of the goals for 2021 are:
- Work on Docking (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
- Work on Multi-Viewport / Multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
@ -141,9 +141,9 @@ Some of the goals for 2020 are:
### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/4451)!
For a list of third-party widgets and extensions, check out the [Useful Widgets](https://github.com/ocornut/imgui/wiki/Useful-Widgets) wiki page.
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
Custom engine
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
@ -151,7 +151,7 @@ Custom engine
Custom engine
[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
[Tracy Profiler](https://github.com/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png)
### Support, Frequently Asked Questions (FAQ)
@ -162,9 +162,7 @@ See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, a
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org).
Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
For questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues) or [GitHub Discussions](https://github.com/ocornut/imgui/discussions). Please read and fill the New Issue template carefully.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
@ -176,14 +174,14 @@ Advanced users may want to use the `docking` branch with [Multi-Viewport](https:
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/4451)!
How to help
-----------
**How can I help?**
- You may participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues).
- See [GitHub Forum/issues](https://github.com/ocornut/imgui/issues) and [Github Discussions](https://github.com/ocornut/imgui/discussions).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project (please reach by e-mail)
@ -195,15 +193,22 @@ See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
Sponsors
--------
Ongoing Dear ImGui development is financially supported by users and private sponsors, recently:
Ongoing Dear ImGui development is currently financially supported by users and private sponsors:
*Platinum-chocolate sponsors*
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1)
*Double-chocolate and Salty caramel sponsors*
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
*Double-chocolate sponsors*
- [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui)
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).
*Chocolate sponsors*
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Adobe](https://www.adobe.com/products/medium.html), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Epic](https://www.unrealengine.com/en-US/megagrants), [RAD Game Tools](http://www.radgametools.com/)
*Salty-caramel sponsors*
- [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [O-Net Communications (USA)](http://en.o-netcom.com), [Supercell](https://supercell.com).
Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for past sponsors.
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
@ -215,12 +220,14 @@ Dear ImGui is using software and services provided free of charge for open sourc
Credits
-------
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (PS Vita).
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen).
A large portion of work on automation systems, regression tests and other features are currently unpublished.
Omar: "I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
Sponsoring, support contracts and other B2B transactions are hosted and handled by [Lizardcube](https://www.lizardcube.com).
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).

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@ -88,6 +88,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: hover tooltip could show unclamped text
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
- input text: option to Tab after an Enter validation.
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
@ -129,18 +130,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- columns: headers. re-orderable. (#513, #125)
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
- columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below)
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
@ -195,14 +184,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- combo: use clipper: make it easier to disable clipper with a single flag.
- combo: flag for BeginCombo to not return true when unchanged (#1182)
- combo: a way/helper to customize the combo preview (#1658)
- combo: a way/helper to customize the combo preview (#1658) -> exeperimental BeginComboPreview()
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: refactor and clean the begin/end api
- listbox: multiple selection.
- listbox: unselect option (#1208)
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (wip stash)
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: expose hovered item for a basic ListBox
- listbox: expose hovered item for a simplified ListBox api
- listbox: keyboard navigation.
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
- listbox: scrolling should track modified selection.
@ -228,6 +216,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: hovering a disabled BeginMenu or MenuItem won't close another menu
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
@ -259,12 +248,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height.
- log: improve logging of ArrowButton, ListBox, TabItem
- log: carry on indent / tree depth when opening a child window
- log: enabling log ends up pushing and growing vertices buffers because we don't distinguish layout vs render clipping
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- log: obsolete LogButtons() all together.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: enabling log ends up pushing and growing vertices buffersbecause we don't distinguish layout vs render clipping
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
@ -362,7 +353,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787, #343)
- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
@ -400,7 +391,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)

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@ -1 +1,9 @@
See EXAMPLES and BACKENDS files in the docs/ folder.
See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs
Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app).
Examples = Standalone applications showcasing integration with platforms/graphics api.
Some Examples have extra README files in their respective directory, please check them too!
Once Dear ImGui is running (in either examples or your own application/game/engine),
run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.

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@ -23,9 +23,10 @@ You may install Allegro using vcpkg:
```
git clone https://github.com/Microsoft/vcpkg
cd vcpkg
.\bootstrap-vcpkg.bat
.\vcpkg install allegro5
.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio
bootstrap-vcpkg.bat
vcpkg install allegro5 --triplet=x86-windows ; for win32
vcpkg install allegro5 --triplet=x64-windows ; for win64
vcpkg integrate install ; register include / libs in Visual Studio
```
Build:

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -171,7 +171,7 @@
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@ -51,7 +51,7 @@
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>

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@ -2,6 +2,14 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// On Windows, you can install Allegro5 using vcpkg:
// git clone https://github.com/Microsoft/vcpkg
// cd vcpkg
// bootstrap - vcpkg.bat
// vcpkg install allegro5 --triplet=x86-windows ; for win32
// vcpkg install allegro5 --triplet=x64-windows ; for win64
// vcpkg integrate install ; register include and libs in Visual Studio
#include <stdint.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
@ -121,7 +129,7 @@ int main(int, char**)
// Rendering
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());
al_flip_display();
}

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@ -0,0 +1,40 @@
cmake_minimum_required(VERSION 3.6)
project(ImGuiExample)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
add_library(${CMAKE_PROJECT_NAME} SHARED
${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
)
set(CMAKE_SHARED_LINKER_FLAGS
"${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
)
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
IMGUI_IMPL_OPENGL_ES3
)
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../..
${CMAKE_CURRENT_SOURCE_DIR}/../../backends
${ANDROID_NDK}/sources/android/native_app_glue
)
target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
android
EGL
GLESv3
log
)

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@ -0,0 +1,12 @@
.cxx
.externalNativeBuild
build/
*.iml
.idea
.gradle
local.properties
# Android Studio puts a Gradle wrapper here, that we don't want:
gradle/
gradlew*

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@ -0,0 +1,34 @@
apply plugin: 'com.android.application'
apply plugin: 'kotlin-android'
android {
compileSdkVersion 29
buildToolsVersion "30.0.3"
ndkVersion "21.4.7075529"
defaultConfig {
applicationId "imgui.example.android"
minSdkVersion 23
targetSdkVersion 29
versionCode 1
versionName "1.0"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
}
}
externalNativeBuild {
cmake {
path "../../CMakeLists.txt"
}
}
}
repositories {
mavenCentral()
}
dependencies {
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
}

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@ -0,0 +1,24 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="imgui.example.android">
<application
android:label="ImGuiExample"
android:allowBackup="false"
android:fullBackupContent="false"
android:hasCode="true">
<activity
android:name="imgui.example.android.MainActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize">
<meta-data android:name="android.app.lib_name"
android:value="ImGuiExample" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

View File

@ -0,0 +1,40 @@
package imgui.example.android
import android.app.NativeActivity
import android.os.Bundle
import android.content.Context
import android.view.inputmethod.InputMethodManager
import android.view.KeyEvent
import java.util.concurrent.LinkedBlockingQueue
class MainActivity : NativeActivity() {
public override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
}
fun showSoftInput() {
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
inputMethodManager.showSoftInput(this.window.decorView, 0)
}
fun hideSoftInput() {
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
}
// Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
private var unicodeCharacterQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
// We assume dispatchKeyEvent() of the NativeActivity is actually called for every
// KeyEvent and not consumed by any View before it reaches here
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
if (event.action == KeyEvent.ACTION_DOWN) {
unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
}
return super.dispatchKeyEvent(event)
}
fun pollUnicodeChar(): Int {
return unicodeCharacterQueue.poll() ?: 0
}
}

View File

@ -0,0 +1,24 @@
buildscript {
ext.kotlin_version = '1.4.31'
repositories {
google()
mavenCentral()
}
dependencies {
classpath 'com.android.tools.build:gradle:4.1.0'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
}
}
allprojects {
repositories {
google()
mavenCentral()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}

View File

@ -0,0 +1 @@
include ':app'

View File

@ -0,0 +1,369 @@
// dear imgui: standalone example application for Android + OpenGL ES 3
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/asset_manager.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
// Data
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
static EGLContext g_EglContext = EGL_NO_CONTEXT;
static struct android_app* g_App = NULL;
static bool g_Initialized = false;
static char g_LogTag[] = "ImGuiExample";
// Forward declarations of helper functions
static int ShowSoftKeyboardInput();
static int PollUnicodeChars();
static int GetAssetData(const char* filename, void** out_data);
void init(struct android_app* app)
{
if (g_Initialized)
return;
g_App = app;
ANativeWindow_acquire(g_App->window);
// Initialize EGL
// This is mostly boilerplate code for EGL...
{
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (g_EglDisplay == EGL_NO_DISPLAY)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
EGLint num_configs = 0;
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
if (num_configs == 0)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
// Get the first matching config
EGLConfig egl_config;
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
EGLint egl_format;
eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
if (g_EglContext == EGL_NO_CONTEXT)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// Disable loading/saving of .ini file from disk.
// FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
io.IniFilename = NULL;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplAndroid_Init(g_App->window);
ImGui_ImplOpenGL3_Init("#version 300 es");
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
// We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
ImFontConfig font_cfg;
font_cfg.SizePixels = 22.0f;
io.Fonts->AddFontDefault(&font_cfg);
//void* font_data;
//int font_data_size;
//ImFont* font;
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
//IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f);
//IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Arbitrary scale-up
// FIXME: Put some effort into DPI awareness
ImGui::GetStyle().ScaleAllSizes(3.0f);
g_Initialized = true;
}
void tick()
{
ImGuiIO& io = ImGui::GetIO();
if (g_EglDisplay == EGL_NO_DISPLAY)
return;
// Our state
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Poll Unicode characters via JNI
// FIXME: do not call this every frame because of JNI overhead
PollUnicodeChars();
// Open on-screen (soft) input if requested by Dear ImGui
static bool WantTextInputLast = false;
if (io.WantTextInput && !WantTextInputLast)
ShowSoftKeyboardInput();
WantTextInputLast = io.WantTextInput;
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplAndroid_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
eglSwapBuffers(g_EglDisplay, g_EglSurface);
}
void shutdown()
{
if (!g_Initialized)
return;
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplAndroid_Shutdown();
ImGui::DestroyContext();
if (g_EglDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (g_EglContext != EGL_NO_CONTEXT)
eglDestroyContext(g_EglDisplay, g_EglContext);
if (g_EglSurface != EGL_NO_SURFACE)
eglDestroySurface(g_EglDisplay, g_EglSurface);
eglTerminate(g_EglDisplay);
}
g_EglDisplay = EGL_NO_DISPLAY;
g_EglContext = EGL_NO_CONTEXT;
g_EglSurface = EGL_NO_SURFACE;
ANativeWindow_release(g_App->window);
g_Initialized = false;
}
static void handleAppCmd(struct android_app* app, int32_t appCmd)
{
switch (appCmd)
{
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
init(app);
break;
case APP_CMD_TERM_WINDOW:
shutdown();
break;
case APP_CMD_GAINED_FOCUS:
break;
case APP_CMD_LOST_FOCUS:
break;
}
}
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
{
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
}
void android_main(struct android_app* app)
{
app->onAppCmd = handleAppCmd;
app->onInputEvent = handleInputEvent;
while (true)
{
int out_events;
struct android_poll_source* out_data;
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
{
// Process one event
if (out_data != NULL)
out_data->process(app, out_data);
// Exit the app by returning from within the infinite loop
if (app->destroyRequested != 0)
{
// shutdown() should have been called already while processing the
// app command APP_CMD_TERM_WINDOW. But we play save here
if (!g_Initialized)
shutdown();
return;
}
}
// Initiate a new frame
tick();
}
}
// Unfortunately, there is no way to show the on-screen input from native code.
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
static int ShowSoftKeyboardInput()
{
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = NULL;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == NULL)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
if (method_id == NULL)
return -4;
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
// the resulting Unicode characters here via JNI and send them to Dear ImGui.
static int PollUnicodeChars()
{
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = NULL;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == NULL)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
if (method_id == NULL)
return -4;
// Send the actual characters to Dear ImGui
ImGuiIO& io = ImGui::GetIO();
jint unicode_character;
while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
io.AddInputCharacter(unicode_character);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
static int GetAssetData(const char* filename, void** outData)
{
int num_bytes = 0;
AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
if (asset_descriptor)
{
num_bytes = AAsset_getLength(asset_descriptor);
*outData = IM_ALLOC(num_bytes);
int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
AAsset_close(asset_descriptor);
IM_ASSERT(num_bytes_read == num_bytes);
}
return num_bytes;
}

View File

@ -15,26 +15,28 @@
#include "imgui.h"
#include "imgui_impl_metal.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
@interface ViewController : NSViewController
@interface AppViewController : NSViewController
@end
#else
@interface ViewController : UIViewController
@interface AppViewController : UIViewController
@end
#endif
@interface ViewController () <MTKViewDelegate>
@interface AppViewController () <MTKViewDelegate>
@property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end
@implementation ViewController
//-----------------------------------------------------------------------------------
// AppViewController
//-----------------------------------------------------------------------------------
- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
@implementation AppViewController
-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
@ -80,17 +82,17 @@
return self;
}
- (MTKView *)mtkView
-(MTKView *)mtkView
{
return (MTKView *)self.view;
}
- (void)loadView
-(void)loadView
{
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
}
- (void)viewDidLoad
-(void)viewDidLoad
{
[super viewDidLoad];
@ -110,7 +112,7 @@
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
// window, we'd want to be much more careful than just ingesting the complete event stream.
// To match the behavior of other backends, we pass every event down to the OS.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
{
ImGui_ImplOSX_HandleEvent(event, self.view);
@ -122,53 +124,120 @@
#endif
}
#pragma mark - Interaction
-(void)drawInMTKView:(MTKView*)view
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
#if TARGET_OS_OSX
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
#else
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
#endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor == nil)
{
[commandBuffer commit];
return;
}
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
ImGui::NewFrame();
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
// Present
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit];
}
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
{
}
//-----------------------------------------------------------------------------------
// Input processing
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX
- (void)mouseMoved:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)scrollWheel:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
// Other events are registered via addLocalMonitorForEventsMatchingMask()
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
#else
@ -177,7 +246,7 @@
// multitouch correctly at all. This causes the "cursor" to behave very erratically
// when there are multiple active touches. But for demo purposes, single-touch
// interaction actually works surprisingly well.
- (void)updateIOWithTouchEvent:(UIEvent *)event
-(void)updateIOWithTouchEvent:(UIEvent *)event
{
UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view];
@ -196,127 +265,18 @@
io.MouseDown[0] = hasActiveTouch;
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
[self updateIOWithTouchEvent:event];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
[self updateIOWithTouchEvent:event];
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
[self updateIOWithTouchEvent:event];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
[self updateIOWithTouchEvent:event];
}
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
#endif
#pragma mark - MTKViewDelegate
- (void)drawInMTKView:(MTKView*)view
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
#if TARGET_OS_OSX
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
#else
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
#endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil)
{
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
// Here, you could do additional rendering work, including other passes as necessary.
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit];
}
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
{
}
@end
#pragma mark - Application Delegate
//-----------------------------------------------------------------------------------
// AppDelegate
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX
@ -326,11 +286,16 @@
@implementation AppDelegate
- (instancetype)init
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
}
-(instancetype)init
{
if (self = [super init])
{
NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil];
NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
backing:NSBackingStoreBuffered
@ -343,11 +308,6 @@
return self;
}
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
}
@end
#else
@ -358,10 +318,10 @@
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application
-(BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
{
UIViewController *rootViewController = [[ViewController alloc] init];
UIViewController *rootViewController = [[AppViewController alloc] init];
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
self.window.rootViewController = rootViewController;
[self.window makeKeyAndVisible];
@ -372,7 +332,9 @@
#endif
#pragma mark - main()
//-----------------------------------------------------------------------------------
// Application main() function
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX

View File

@ -287,7 +287,6 @@
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
};
name = Debug;
@ -298,7 +297,6 @@
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
};
name = Release;

View File

@ -2,30 +2,25 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "../../backends/imgui_impl_osx.h"
#include "../../backends/imgui_impl_opengl2.h"
#include <stdio.h>
#import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
#include "imgui.h"
#include "imgui_impl_opengl2.h"
#include "imgui_impl_osx.h"
//-----------------------------------------------------------------------------------
// ImGuiExampleView
// AppView
//-----------------------------------------------------------------------------------
@interface ImGuiExampleView : NSOpenGLView
@interface AppView : NSOpenGLView
{
NSTimer* animationTimer;
}
@end
@implementation ImGuiExampleView
-(void)animationTimerFired:(NSTimer*)timer
{
[self setNeedsDisplay:YES];
}
@implementation AppView
-(void)prepareOpenGL
{
@ -39,11 +34,54 @@
#endif
}
-(void)initialize
{
// Some events do not raise callbacks of AppView in some circumstances (for example when CMD key is held down).
// This monitor taps into global event stream and captures these events.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
{
ImGui_ImplOSX_HandleEvent(event, self);
return event;
}];
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
}
-(void)updateAndDrawDemoView
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOSX_NewFrame(self);
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOSX_NewFrame(self);
ImGui::NewFrame();
// Our state (make them static = more or less global) as a convenience to keep the example terse.
@ -88,18 +126,18 @@
ImGui::End();
}
// Rendering
ImGui::Render();
[[self openGLContext] makeCurrentContext];
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
[[self openGLContext] makeCurrentContext];
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
glViewport(0, 0, width, height);
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);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Present
[[self openGLContext] flushBuffer];
@ -108,41 +146,20 @@
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
}
-(void)reshape
{
[[self openGLContext] update];
[self updateAndDrawDemoView];
}
-(void)reshape { [[self openGLContext] update]; [self updateAndDrawDemoView]; }
-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
-(BOOL)acceptsFirstResponder { return (YES); }
-(BOOL)becomeFirstResponder { return (YES); }
-(BOOL)resignFirstResponder { return (YES); }
-(void)dealloc { animationTimer = nil; }
-(void)drawRect:(NSRect)bounds
{
[self updateAndDrawDemoView];
}
-(BOOL)acceptsFirstResponder
{
return (YES);
}
-(BOOL)becomeFirstResponder
{
return (YES);
}
-(BOOL)resignFirstResponder
{
return (YES);
}
-(void)dealloc
{
animationTimer = nil;
}
//-----------------------------------------------------------------------------------
// Input processing
//-----------------------------------------------------------------------------------
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
// Other events are registered via addLocalMonitorForEventsMatchingMask()
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@ -150,24 +167,24 @@
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@end
//-----------------------------------------------------------------------------------
// ImGuiExampleAppDelegate
// AppDelegate
//-----------------------------------------------------------------------------------
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, readonly) NSWindow* window;
@end
@implementation ImGuiExampleAppDelegate
@implementation AppDelegate
@synthesize window = _window;
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
@ -193,7 +210,7 @@
-(void)setupMenu
{
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* appMenu;
NSMenuItem* menuItem;
@ -217,11 +234,11 @@
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Make the application a foreground application (else it won't receive keyboard events)
ProcessSerialNumber psn = {0, kCurrentProcess};
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Make the application a foreground application (else it won't receive keyboard events)
ProcessSerialNumber psn = {0, kCurrentProcess};
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Menu
// Menu
[self setupMenu];
NSOpenGLPixelFormatAttribute attrs[] =
@ -232,7 +249,7 @@
};
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
format = nil;
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
@ -243,48 +260,23 @@
if ([view openGLContext] == nil)
NSLog(@"No OpenGL Context!");
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
[view initialize];
}
@end
//-----------------------------------------------------------------------------------
// Application main() function
//-----------------------------------------------------------------------------------
int main(int argc, const char* argv[])
{
@autoreleasepool
{
NSApp = [NSApplication sharedApplication];
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
[[NSApplication sharedApplication] setDelegate:delegate];
[NSApp run];
}
return NSApplicationMain(argc, argv);
@autoreleasepool
{
NSApp = [NSApplication sharedApplication];
AppDelegate* delegate = [[AppDelegate alloc] init];
[[NSApplication sharedApplication] setDelegate:delegate];
[NSApp run];
}
return NSApplicationMain(argc, argv);
}

View File

@ -7,30 +7,34 @@
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make` will produce three files:
# - example_emscripten_opengl3.html
# - example_emscripten_opengl3.js
# - example_emscripten_opengl3.wasm
# - web/index.html
# - web/index.js
# - web/index.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
EXE = example_emscripten_opengl3.html
WEB_DIR = web
EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CPPFLAGS =
LDFLAGS =
EMS =
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
EMS += -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
@ -42,7 +46,8 @@ EMS += -s ASSERTIONS=1
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
@ -52,12 +57,10 @@ endif
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os
CPPFLAGS += $(EMS)
LIBS += $(EMS)
LDFLAGS += --shell-file shell_minimal.html
CPPFLAGS += -Wall -Wformat -Os $(EMS)
LDFLAGS += --shell-file shell_minimal.html $(EMS)
##---------------------------------------------------------------------
## BUILD RULES
@ -72,14 +75,17 @@ LDFLAGS += --shell-file shell_minimal.html
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
rm -rf $(OBJS) $(WEB_DIR)

View File

@ -1,4 +1,3 @@
## How to Build
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
@ -9,10 +8,13 @@
## How to Run
To run on a local machine:
- Generally you may need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
- Otherwise, generally you will need a local webserver:
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun example_emscripten_opengl3.html` which will spawn a temporary local webserver. See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- Otherwise you may use Python builtin webserver: `python -m http.server` in Python 3 or `python -m SimpleHTTPServer` in Python 2. After doing that, you can visit http://localhost:8000/.
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
## Obsolete features:

View File

@ -21,7 +21,7 @@ SDL_Window* g_Window = NULL;
SDL_GLContext g_GLContext = NULL;
// For clarity, our main loop code is declared at the end.
void main_loop(void*);
static void main_loop(void*);
int main(int, char**)
{
@ -99,7 +99,7 @@ int main(int, char**)
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
}
void main_loop(void* arg)
static void main_loop(void* arg)
{
ImGuiIO& io = ImGui::GetIO();
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
@ -123,7 +123,7 @@ void main_loop(void* arg)
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(g_Window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
@ -167,7 +167,7 @@ void main_loop(void* arg)
ImGui::Render();
SDL_GL_MakeCurrent(g_Window, g_GLContext);
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);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(g_Window);

View File

@ -0,0 +1,88 @@
#
# Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions.
#
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make` will produce three files:
# - web/index.html (current stored in the repository)
# - web/index.js
# - web/index.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.js
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CPPFLAGS =
LDFLAGS =
EMS =
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS)
#LDFLAGS += --shell-file shell_minimal.html
LDFLAGS += $(EMS)
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre

View File

@ -0,0 +1,10 @@
# How to Build
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- Then build using `make` while in the `example_emscripten_wgpu/` directory.
- Requires Emscripten 2.0.10 (December 2020) due to GLFW adaptations

View File

@ -0,0 +1,245 @@
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_wgpu.h"
#include <stdio.h>
#include <emscripten.h>
#include <emscripten/html5.h>
#include <emscripten/html5_webgpu.h>
#include <GLFW/glfw3.h>
#include <webgpu/webgpu.h>
#include <webgpu/webgpu_cpp.h>
// Global WebGPU required states
static WGPUDevice wgpu_device = NULL;
static WGPUSurface wgpu_surface = NULL;
static WGPUSwapChain wgpu_swap_chain = NULL;
static int wgpu_swap_chain_width = 0;
static int wgpu_swap_chain_height = 0;
// States tracked across render frames
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Forward declarations
static bool init_wgpu();
static void main_loop(void* window);
static void print_glfw_error(int error, const char* description);
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
int main(int, char**)
{
glfwSetErrorCallback(print_glfw_error);
if (!glfwInit())
return 1;
// Make sure GLFW does not initialize any graphics context.
// This needs to be done explicitly later
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
if (!window)
{
glfwTerminate();
return 1;
}
// Initialize the WebGPU environment
if (!init_wgpu())
{
if (window)
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
glfwShowWindow(window);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = NULL;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true);
ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
#endif
// This function will directly return and exit the main function.
// Make sure that no required objects get cleaned up.
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
emscripten_set_main_loop_arg(main_loop, window, 0, false);
return 0;
}
static bool init_wgpu()
{
wgpu_device = emscripten_webgpu_get_device();
if (!wgpu_device)
return false;
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
// Use C++ wrapper due to misbehavior in Emscripten.
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
// seem to be inline with struct alignments in the C++ structure
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
html_surface_desc.selector = "#canvas";
wgpu::SurfaceDescriptor surface_desc = {};
surface_desc.nextInChain = &html_surface_desc;
// Use 'null' instance
wgpu::Instance instance = {};
wgpu_surface = instance.CreateSurface(&surface_desc).Release();
return true;
}
static void main_loop(void* window)
{
glfwPollEvents();
int width, height;
glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
// React to changes in screen size
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
{
ImGui_ImplWGPU_InvalidateDeviceObjects();
if (wgpu_swap_chain)
wgpuSwapChainRelease(wgpu_swap_chain);
wgpu_swap_chain_width = width;
wgpu_swap_chain_height = height;
WGPUSwapChainDescriptor swap_chain_desc = {};
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
swap_chain_desc.width = width;
swap_chain_desc.height = height;
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
ImGui_ImplWGPU_CreateDeviceObjects();
}
// Start the Dear ImGui frame
ImGui_ImplWGPU_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
WGPURenderPassColorAttachment color_attachments = {};
color_attachments.loadOp = WGPULoadOp_Clear;
color_attachments.storeOp = WGPUStoreOp_Store;
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.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
WGPURenderPassDescriptor render_pass_desc = {};
render_pass_desc.colorAttachmentCount = 1;
render_pass_desc.colorAttachments = &color_attachments;
render_pass_desc.depthStencilAttachment = NULL;
WGPUCommandEncoderDescriptor enc_desc = {};
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
wgpuRenderPassEncoderEndPass(pass);
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
wgpuQueueSubmit(queue, 1, &cmd_buffer);
}
static void print_glfw_error(int error, const char* description)
{
printf("Glfw Error %d: %s\n", error, description);
}
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
{
const char* error_type_lbl = "";
switch (error_type)
{
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
default: error_type_lbl = "Unknown";
}
printf("%s error: %s\n", error_type_lbl, message);
}

View File

@ -0,0 +1,80 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
<title>Dear ImGui Emscripten+WebGPU example</title>
<style>
body { margin: 0; background-color: black }
.emscripten {
position: absolute;
top: 0px;
left: 0px;
margin: 0px;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
display: block;
image-rendering: optimizeSpeed;
image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: optimize-contrast;
image-rendering: crisp-edges;
image-rendering: pixelated;
-ms-interpolation-mode: nearest-neighbor;
}
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
<script type='text/javascript'>
var Module;
(async () => {
Module = {
preRun: [],
postRun: [],
print: (function() {
return function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
};
})(),
printErr: function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
console.log("status: " + text);
},
monitorRunDependencies: function(left) {
// no run dependencies to log
}
};
window.onerror = function() {
console.log("onerror: " + event);
};
// Initialize the graphics adapter
{
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
Module.preinitializedWebGPUDevice = device;
}
{
const js = document.createElement('script');
js.async = true;
js.src = "index.js";
document.body.appendChild(js);
}
})();
</script>
</body>
</html>

View File

@ -14,9 +14,10 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += -L/usr/local/lib -lglfw
LIBS += -L/usr/local/lib -L/opt/homebrew/lib
LIBS += -lglfw
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)

View File

@ -60,7 +60,7 @@ int main(int, char**)
if (window == NULL)
return 1;
id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
// Setup Platform/Renderer backends
@ -99,7 +99,7 @@ int main(int, char**)
id<CAMetalDrawable> drawable = [layer nextDrawable];
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].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;

View File

@ -41,15 +41,15 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -L/opt/local/lib
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
#LIBS += -lglfw3
LIBS += -lglfw
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32

View File

@ -1,3 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
@set OUT_DIR=Debug
@set OUT_EXE=example_glfw_opengl2
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -172,10 +172,10 @@
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -54,7 +54,7 @@
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>

View File

@ -132,11 +132,11 @@ int main(int, char**)
int display_w, display_h;
glfwGetFramebufferSize(window, &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);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the commented lines below.
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
//GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0);

View File

@ -21,40 +21,19 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGL
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL LOADER
## OPENGL ES
##---------------------------------------------------------------------
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# LIBS += -lGLEW
## Using OpenGL loader: glad
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glad2
# SOURCES += ../libs/glad/src/gl.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD2
## Using OpenGL loader: glbinding
## This assumes a system-wide installation
## of either version 3.0.0 (or newer)
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
# LIBS += -lglbinding
## or the older version 2.x
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
# LINUX_GL_LIBS = -lGLESv2
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
@ -62,7 +41,7 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL `pkg-config --static --libs glfw3`
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
@ -71,15 +50,15 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -L/opt/local/lib
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
#LIBS += -lglfw3
LIBS += -lglfw
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
@ -100,12 +79,6 @@ endif
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)

View File

@ -1,3 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
@set OUT_DIR=Debug
@set OUT_EXE=example_glfw_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -90,7 +90,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -104,7 +104,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -162,7 +162,6 @@
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
@ -171,11 +170,10 @@
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -8,9 +8,6 @@
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="gl3w">
<UniqueIdentifier>{42f99867-3108-43b8-99d0-fabefaf1f2e3}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -19,9 +16,6 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
<Filter>gl3w</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
@ -48,12 +42,6 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
@ -63,10 +51,13 @@
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>

View File

@ -7,35 +7,10 @@
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
@ -57,7 +32,13 @@ int main(int, char**)
return 1;
// Decide GL+GLSL versions
#ifdef __APPLE__
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@ -80,30 +61,6 @@ int main(int, char**)
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Initialize OpenGL loader
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
bool err = gl3wInit() != 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false;
glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return 1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@ -196,7 +153,7 @@ int main(int, char**)
int display_w, display_h;
glfwGetFramebufferSize(window, &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);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

View File

@ -1,7 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_EXE=example_glfw_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -1,7 +1,13 @@
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -172,10 +172,10 @@
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -54,7 +54,7 @@
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>

View File

@ -122,10 +122,22 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
check_vk_result(err);
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
g_PhysicalDevice = gpus[0];
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
int use_gpu = 0;
for (int i = 0; i < (int)gpu_count; i++)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(gpus[i], &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
{
use_gpu = i;
break;
}
}
g_PhysicalDevice = gpus[use_gpu];
free(gpus);
}
@ -253,7 +265,7 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
return;
@ -326,7 +338,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
return;
@ -520,7 +532,10 @@ int main(int, char**)
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
{
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;
FrameRender(wd, draw_data);
FramePresent(wd);
}

View File

@ -40,7 +40,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32
ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes)

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -90,7 +90,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -104,7 +104,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -172,10 +172,10 @@
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -54,7 +54,7 @@
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>

View File

@ -2,10 +2,18 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// On Windows, you can install Freeglut using vcpkg:
// git clone https://github.com/Microsoft/vcpkg
// cd vcpkg
// bootstrap - vcpkg.bat
// vcpkg install freeglut --triplet=x86-windows ; for win32
// vcpkg install freeglut --triplet=x64-windows ; for win64
// vcpkg integrate install ; register include and libs in Visual Studio
#include "imgui.h"
#include "imgui_impl_glut.h"
#include "imgui_impl_opengl2.h"
@ -76,7 +84,7 @@ void glut_display_func()
ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
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);
//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());

View File

@ -40,7 +40,7 @@ endif
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Wextra -Wpedantic
ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
CXXFLAGS += -Wshadow -Wsign-conversion
@ -51,17 +51,18 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long
ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long -Wno-poison-system-directories
endif
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Wextra -Wpedantic
endif
LIBS += -limm32
CFLAGS = $(CXXFLAGS)
endif

View File

@ -1,3 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib
cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib

View File

@ -1,8 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
set OUT_DIR=Debug
set OUT_EXE=example_sdl_directx11
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl_directx11
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@ -29,27 +29,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -91,7 +91,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -105,7 +105,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -121,7 +121,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -141,7 +141,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -173,10 +173,10 @@
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -53,7 +53,7 @@
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>

View File

@ -103,7 +103,7 @@ int main(int, char**)
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
{
{
// Release all outstanding references to the swap chain's buffers before resizing.
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
@ -113,7 +113,7 @@ int main(int, char**)
// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
@ -155,8 +155,9 @@ int main(int, char**)
// Rendering
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->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0); // Present with vsync

View File

@ -107,7 +107,7 @@ int main(int, char**)
id<CAMetalDrawable> drawable = [layer nextDrawable];
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].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
@ -116,7 +116,7 @@ int main(int, char**)
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
ImGui_ImplSDL2_NewFrame(window);
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).

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