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# See http://editorconfig.org to read about the EditorConfig format. # See http://editorconfig.org to read about the EditorConfig format.
# - In theory automatically supported by VS2017+ and most common IDE or text editors. # - In theory automatically supported by VS2017+ and most common IDE or text editors.
# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :( # - In practice VS2019 stills gets trailing whitespaces wrong :(
# - Suggest installing this to trim whitespaces: # - Suggest install to trim whitespaces: https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
# GitHub https://github.com/madskristensen/TrailingWhitespace
# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
# (in spite of its name doesn't only visualize but also trims)
# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig # - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# top-most EditorConfig file # top-most EditorConfig file

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blank_issues_enabled: false

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name: "Ask a question, report a bug, request a feature, etc."
description: "Ask any question, discuss best practices, report a bug, request a feature."
body:
- type: markdown
attributes:
value: |
FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents.
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
- type: markdown
attributes:
value: |
**Prerequisites:**
- I have read [Frequently Asked Questions](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
- I have read [Contributing Guidelines -> General Advices](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#getting-started--general-advice).
- I have read [Contributing Guidelines -> How to open an Issue](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md#how-to-open-an-issue).
- I have searched [Github Issues and PR](https://github.com/ocornut/imgui/issues?q=) for discussion of similar topics.
----
- type: input
id: specs_version
attributes:
label: "Version/Branch of Dear ImGui:"
description: "(please specify if you have made substantial modifications to your copy)"
value: "Version 1.XX, Branch: XXX (master/docking/etc.)"
placeholder: "Version 1.XX, Branch: XXX (master/docking/etc.)"
validations:
required: true
- type: input
id: specs_backend
attributes:
label: "Back-ends:"
description: (or specify when using custom engine/back-ends)
value: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp"
placeholder: "imgui_impl_XXX.cpp + imgui_impl_XXX.cpp or n/a"
validations:
required: true
- type: input
id: specs_compiler_os
attributes:
label: "Compiler, OS:"
placeholder: "e.g. Windows 11 + MSVC 2022, macOS + Clang 12, Linux + GCC etc."
validations:
required: true
- type: textarea
id: specs_full
attributes:
label: "Full config/build information:"
placeholder: |
(If you can run, you may go to 'Demo->Tools->About Dear ImGui->Config/Build Info' to obtain detailed information that you can paste here)
validations:
required: false
- type: textarea
id: issue_description
attributes:
label: "Details:"
description: "Try to be explicit with your goals, your expectations and what you have tried. Be mindful of [The XY Problem](https://xyproblem.info). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. If you are reporting a bug, explain what's the bug, how does it occur, etc. If you are reporting a crash, please include a debugger callstack."
value: |
**My Issue/Question:**
XXX _(please provide as much context as possible)_
validations:
required: true
- type: textarea
id: screenshots
attributes:
label: "Screenshots/Video:"
description: "Attach screenshots or gif/videos to clarify the context. They often convey useful information that is omitted by the description."
placeholder: "(You can drag files here)"
validations:
required: false
- type: textarea
id: repro_code
attributes:
label: "Minimal, Complete and Verifiable Example code:"
description: "Provide an [MCVE](https://stackoverflow.com/help/mcve) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/*/main.cpp) or the demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it. Please test your shortened code to ensure it exhibits the problem. Often while creating the MCVE you will solve the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time."
value: |
```cpp
// Here's some code anyone can copy and paste to reproduce your issue
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```
validations:
required: false
- type: markdown
attributes:
value: |
Thank you for taking the time to read prerequisites, filling this template and double-checking your message and your code!

46
.github/issue_template.md vendored Normal file
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(Click "Preview" above ^ to turn URL into clickable links)
1. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
2. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
3. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
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 links above.
5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you!
----
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
**Version/Branch of Dear ImGui:**
Version: XXX
Branch: XXX _(master/viewport/docking/etc.)_
**Back-end/Renderer/Compiler/OS**
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
Compiler: XXX _(if the question is related to building or platform specific features)_
Operating System: XXX
**My Issue/Question:**
XXX _(please provide as much context as possible)_
**Screenshots/Video**
XXX _(you can drag files here)_
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
```
// Here's some code anyone can copy and paste to reproduce your issue
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```

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@ -1,6 +1,6 @@
(Click "Preview" to turn any http URL into a clickable link) (Click "Preview" to turn any http URL into a clickable link)
1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md) 1. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
2. Clear this template before submitting your PR. 2. Clear this template before submitting your PR.

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@ -21,14 +21,14 @@ jobs:
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\ 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\ MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Install Dependencies - name: Install Dependencies
shell: powershell shell: powershell
run: | run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip" 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-2.26.3-VC.zip Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV} 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 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 Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
@ -123,23 +123,23 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_vulkan - name: Build Win32 example_sdl_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_opengl2 - name: Build Win32 example_sdl_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl2_opengl3 - name: Build Win32 example_sdl_opengl3
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_sdl2_directx11 - name: Build Win32 example_sdl_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx9 - name: Build Win32 example_win32_directx9
@ -168,24 +168,24 @@ jobs:
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl2_vulkan - name: Build x64 example_sdl_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_opengl2 - name: Build x64 example_sdl_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_opengl3 - name: Build x64 example_sdl_opengl3
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_directx11 - name: Build x64 example_sdl_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_win32_directx9 - name: Build x64 example_win32_directx9
shell: cmd shell: cmd
@ -207,9 +207,9 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux: Linux:
runs-on: ubuntu-22.04 runs-on: ubuntu-20.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Install Dependencies - name: Install Dependencies
run: | run: |
@ -246,7 +246,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp
- name: Build example_null (freetype) - name: Build example_null (freetype)
run: | run: |
@ -262,7 +262,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with ImWchar32) - name: Build example_null (with ImWchar32)
run: | run: |
@ -274,7 +274,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with large ImDrawIdx + pointer ImTextureID) - name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
run: | run: |
@ -287,7 +287,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS) - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
run: | run: |
@ -299,7 +299,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO) - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO)
run: | run: |
@ -311,20 +311,20 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS) - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_METRICS_WINDOW)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
#define IMGUI_DISABLE_DEMO_WINDOWS #define IMGUI_DISABLE_DEMO_WINDOWS
#define IMGUI_DISABLE_DEBUG_TOOLS #define IMGUI_DISABLE_METRICS_WINDOW
#define IMGUI_IMPLEMENTATION #define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h" #include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS) - name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
run: | run: |
@ -336,7 +336,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR) - name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
run: | run: |
@ -348,7 +348,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp 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) - name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
run: | run: |
@ -368,7 +368,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang) - name: Build example_null (without c++ runtime, Clang)
run: | run: |
@ -380,7 +380,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp 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 - name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2 run: make -C examples/example_glfw_opengl2
@ -389,20 +389,20 @@ jobs:
run: make -C examples/example_glfw_opengl3 run: make -C examples/example_glfw_opengl3
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build example_sdl2_opengl2 - name: Build example_sdl_opengl2
run: make -C examples/example_sdl2_opengl2 run: make -C examples/example_sdl_opengl2
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build example_sdl2_opengl3 - name: Build example_sdl_opengl3
run: make -C examples/example_sdl2_opengl3 run: make -C examples/example_sdl_opengl3
- name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp run: g++ -c -I. -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
MacOS: MacOS:
runs-on: macos-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Install Dependencies - name: Install Dependencies
run: | run: |
@ -420,7 +420,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime) - name: Build example_null (without c++ runtime)
run: | run: |
@ -431,7 +431,7 @@ jobs:
#include "examples/example_null/main.cpp" #include "examples/example_null/main.cpp"
EOF EOF
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp 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 - name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2 run: make -C examples/example_glfw_opengl2
@ -443,15 +443,15 @@ jobs:
- name: Build example_glfw_metal - name: Build example_glfw_metal
run: make -C examples/example_glfw_metal run: make -C examples/example_glfw_metal
- name: Build example_sdl2_metal - name: Build example_sdl_metal
run: make -C examples/example_sdl2_metal run: make -C examples/example_sdl_metal
- name: Build example_sdl2_opengl2 - name: Build example_sdl_opengl2
run: make -C examples/example_sdl2_opengl2 run: make -C examples/example_sdl_opengl2
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build example_sdl2_opengl3 - name: Build example_sdl_opengl3
run: make -C examples/example_sdl2_opengl3 run: make -C examples/example_sdl_opengl3
- name: Build example_apple_metal - name: Build example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
@ -462,7 +462,7 @@ jobs:
iOS: iOS:
runs-on: macos-latest runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Build example_apple_metal - name: Build example_apple_metal
run: | run: |
@ -470,9 +470,9 @@ jobs:
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten: Emscripten:
runs-on: ubuntu-22.04 runs-on: ubuntu-18.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Install Dependencies - name: Install Dependencies
run: | run: |
@ -482,26 +482,26 @@ jobs:
emsdk-master/emsdk install latest emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest emsdk-master/emsdk activate latest
- name: Build example_sdl2_opengl3 with Emscripten - name: Build example_emscripten_opengl3
run: | run: |
pushd emsdk-master pushd emsdk-master
source ./emsdk_env.sh source ./emsdk_env.sh
popd popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten make -C examples/example_emscripten_opengl3
- name: Build example_emscripten_wgpu - name: Build example_emscripten_wgpu
run: | run: |
pushd emsdk-master pushd emsdk-master
source ./emsdk_env.sh source ./emsdk_env.sh
popd popd
make -C examples/example_emscripten_wgpu -f Makefile.emscripten make -C examples/example_emscripten_wgpu
Android: Android:
runs-on: ubuntu-22.04 runs-on: ubuntu-18.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v2
- name: Build example_android_opengl3 - name: Build example_android_opengl3
run: | run: |
cd examples/example_android_opengl3/android cd examples/example_android_opengl3/android
gradle assembleDebug --stacktrace gradle assembleDebug

View File

@ -10,9 +10,9 @@ on:
jobs: jobs:
PVS-Studio: PVS-Studio:
runs-on: ubuntu-22.04 runs-on: ubuntu-18.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v1
with: with:
fetch-depth: 1 fetch-depth: 1
@ -44,3 +44,34 @@ jobs:
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1 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 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' -d V1071 -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
needs: [PVS-Studio]
if: always()
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/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
discord-username: GitHub Actions
discord-job-new-failure-message: ''
discord-job-fixed-failure-message: ''
discord-job-new-failure-embed: |
{
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke static analysis [{{ job.name }}]({{ job.url }}) job.\nFailing steps: {{ failing_steps }}",
"url": "{{ job.url }}",
"color": "0xFF0000",
"timestamp": "{{ run.updated_at }}"
}
discord-job-fixed-failure-embed: |
{
"title": "`{{ github.branch }}` branch is no longer failing!",
"description": "Static analysis failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
"color": "0x00FF00",
"url": "{{ github.context.payload.head_commit.url }}",
"timestamp": "{{ run.completed_at }}"
}

16
.gitignore vendored
View File

@ -8,6 +8,7 @@ imgui.ini
*.o *.o
*.obj *.obj
*.exe *.exe
examples/build/*
examples/*/Debug/* examples/*/Debug/*
examples/*/Release/* examples/*/Release/*
examples/*/x64/* examples/*/x64/*
@ -25,11 +26,8 @@ ipch
*.VC.db *.VC.db
*.VC.VC.opendb *.VC.VC.opendb
## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update
JSON/
## Commonly used CMake directories ## Commonly used CMake directories
build*/ /build*/
## Xcode artifacts ## Xcode artifacts
project.xcworkspace project.xcworkspace
@ -39,8 +37,7 @@ xcuserdata
examples/*.o.tmp examples/*.o.tmp
examples/*.out.js examples/*.out.js
examples/*.out.wasm examples/*.out.wasm
examples/example_glfw_opengl3/web/* examples/example_emscripten_opengl3/web/*
examples/example_sdl2_opengl3/web/*
examples/example_emscripten_wgpu/web/* examples/example_emscripten_wgpu/web/*
## JetBrains IDE artifacts ## JetBrains IDE artifacts
@ -48,12 +45,9 @@ examples/example_emscripten_wgpu/web/*
cmake-build-* cmake-build-*
## Unix executables from our example Makefiles ## Unix executables from our example Makefiles
examples/example_glfw_metal/example_glfw_metal
examples/example_glfw_opengl2/example_glfw_opengl2 examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3 examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glut_opengl2/example_glut_opengl2 examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null examples/example_null/example_null
examples/example_sdl2_metal/example_sdl2_metal examples/example_sdl_opengl2/example_sdl_opengl2
examples/example_sdl2_opengl2/example_sdl2_opengl2 examples/example_sdl_opengl3/example_sdl_opengl3
examples/example_sdl2_opengl3/example_sdl2_opengl3
examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer

View File

@ -1,6 +1,6 @@
The MIT License (MIT) The MIT License (MIT)
Copyright (c) 2014-2024 Omar Cornut Copyright (c) 2014-2022 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

View File

@ -7,27 +7,21 @@
// [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues: // Issues:
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually. // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. // 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. // 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). // 2021-06-29: 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) // 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@ -41,7 +35,6 @@
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). // 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. // 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. // 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
@ -50,11 +43,10 @@
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_allegro5.h"
#include <stdint.h> // uint64_t #include <stdint.h> // uint64_t
#include <cstring> // memcpy #include <cstring> // memcpy
#include "imgui.h"
#include "imgui_impl_allegro5.h"
// Allegro // Allegro
#include <allegro5/allegro.h> #include <allegro5/allegro.h>
@ -63,26 +55,12 @@
#include <allegro5/allegro_windows.h> #include <allegro5/allegro_windows.h>
#endif #endif
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 #define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
// Visual Studio warnings // Visual Studio warnings
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4127) // condition expression is constant
#endif #endif
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
// FIXME-OPT: Consider inlining al_map_rgba()?
// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
// Allegro Data // Allegro Data
struct ImGui_ImplAllegro5_Data struct ImGui_ImplAllegro5_Data
{ {
@ -93,16 +71,20 @@ struct ImGui_ImplAllegro5_Data
ALLEGRO_VERTEX_DECL* VertexDecl; ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData; char* ClipboardTextData;
ImVector<ImDrawVertAllegro> BufVertices; ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); }
ImVector<int> BufIndices;
ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // 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. // 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: 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 : nullptr; } static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
{ {
@ -148,40 +130,35 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices; // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM // FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
vertices.resize(cmd_list->VtxBuffer.Size); static ImVector<ImDrawVertAllegro> vertices;
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
{
const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
const int* indices = nullptr;
if (sizeof(ImDrawIdx) == 2)
{
// FIXME-OPT: Allegro doesn't support 16-bit indices.
// You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
bd->BufIndices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i];
indices = bd->BufIndices.Data;
}
else if (sizeof(ImDrawIdx) == 4)
{
indices = (const int*)cmd_list->IdxBuffer.Data;
}
#else
// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
vertices.resize(cmd_list->IdxBuffer.Size); vertices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
{ {
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]]; const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
ImDrawVertAllegro* dst_v = &vertices[i]; ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); dst_v->pos = src_v->pos;
dst_v->uv = src_v->uv;
unsigned char* c = (unsigned char*)&src_v->col;
dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]);
}
const int* indices = NULL;
if (sizeof(ImDrawIdx) == 2)
{
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
static ImVector<int> indices_converted;
indices_converted.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i];
indices = indices_converted.Data;
}
else if (sizeof(ImDrawIdx) == 4)
{
indices = (const int*)cmd_list->IdxBuffer.Data;
} }
#endif
// Render command lists // Render command lists
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
@ -208,11 +185,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Apply scissor/clipping rectangle, Draw // Apply scissor/clipping rectangle, Draw
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y); al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
#else
al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
#endif
} }
} }
} }
@ -234,7 +207,6 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture // Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
int flags = al_get_new_bitmap_flags(); int flags = al_get_new_bitmap_flags();
int fmt = al_get_new_bitmap_format(); int fmt = al_get_new_bitmap_format();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
@ -261,7 +233,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
return false; return false;
// Store our identifier // Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); io.Fonts->SetTexID((void*)cloned_img);
bd->Texture = cloned_img; bd->Texture = cloned_img;
// Create an invisible mouse cursor // Create an invisible mouse cursor
@ -279,14 +251,14 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->Texture) if (bd->Texture)
{ {
io.Fonts->SetTexID(0); io.Fonts->SetTexID(NULL);
al_destroy_bitmap(bd->Texture); al_destroy_bitmap(bd->Texture);
bd->Texture = nullptr; bd->Texture = NULL;
} }
if (bd->MouseCursorInvisible) if (bd->MouseCursorInvisible)
{ {
al_destroy_mouse_cursor(bd->MouseCursorInvisible); al_destroy_mouse_cursor(bd->MouseCursorInvisible);
bd->MouseCursorInvisible = nullptr; bd->MouseCursorInvisible = NULL;
} }
} }
@ -423,7 +395,7 @@ static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
@ -438,9 +410,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] = ALLEGRO_VERTEX_ELEMENT elems[] =
{ {
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) }, { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) }, { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) }, { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
{ 0, 0, 0 } { 0, 0, 0 }
}; };
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
@ -448,7 +420,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
#if ALLEGRO_HAS_CLIPBOARD #if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
io.ClipboardUserData = nullptr; io.ClipboardUserData = NULL;
#endif #endif
return true; return true;
@ -457,7 +429,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
void ImGui_ImplAllegro5_Shutdown() void ImGui_ImplAllegro5_Shutdown()
{ {
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_InvalidateDeviceObjects(); ImGui_ImplAllegro5_InvalidateDeviceObjects();
@ -466,9 +438,8 @@ void ImGui_ImplAllegro5_Shutdown()
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData); al_free(bd->ClipboardTextData);
io.BackendPlatformName = io.BackendRendererName = nullptr; io.BackendPlatformUserData = NULL;
io.BackendPlatformUserData = nullptr; io.BackendPlatformName = io.BackendRendererName = NULL;
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
IM_DELETE(bd); IM_DELETE(bd);
} }
@ -478,15 +449,15 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ALLEGRO_KEYBOARD_STATE keys; ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys); al_get_keyboard_state(&keys);
io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)); io.AddKeyEvent(ImGuiKey_ModCtrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)); io.AddKeyEvent(ImGuiKey_ModShift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)); io.AddKeyEvent(ImGuiKey_ModAlt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)); io.AddKeyEvent(ImGuiKey_ModSuper, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
} }
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{ {
@ -586,7 +557,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
void ImGui_ImplAllegro5_NewFrame() void ImGui_ImplAllegro5_NewFrame()
{ {
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->Texture) if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects(); ImGui_ImplAllegro5_CreateDeviceObjects();
@ -607,7 +578,3 @@ void ImGui_ImplAllegro5_NewFrame()
// Setup mouse cursor shape // Setup mouse cursor shape
ImGui_ImplAllegro5_UpdateMouseCursor(); ImGui_ImplAllegro5_UpdateMouseCursor();
} }
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -12,15 +12,11 @@
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ALLEGRO_DISPLAY; struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT; union ALLEGRO_EVENT;
@ -34,5 +30,3 @@ IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,7 +3,6 @@
// Implemented features: // Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features: // Missing features:
// [ ] Platform: Clipboard support. // [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
@ -15,22 +14,17 @@
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-03-04: Initial version. // 2021-03-04: Initial version.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_android.h" #include "imgui_impl_android.h"
#include <time.h> #include <time.h>
#include <android/native_window.h> #include <android/native_window.h>
@ -156,7 +150,7 @@ static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
} }
} }
int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event) int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
int32_t event_type = AInputEvent_getType(input_event); int32_t event_type = AInputEvent_getType(input_event);
@ -169,10 +163,10 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
int32_t event_action = AKeyEvent_getAction(input_event); int32_t event_action = AKeyEvent_getAction(input_event);
int32_t event_meta_state = AKeyEvent_getMetaState(input_event); int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0); io.AddKeyEvent(ImGuiKey_ModCtrl, (event_meta_state & AMETA_CTRL_ON) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (event_meta_state & AMETA_SHIFT_ON) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (event_meta_state & AMETA_ALT_ON) != 0);
io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0); io.AddKeyEvent(ImGuiKey_ModSuper, (event_meta_state & AMETA_META_ON) != 0);
switch (event_action) switch (event_action)
{ {
@ -183,7 +177,7 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
case AKEY_EVENT_ACTION_UP: case AKEY_EVENT_ACTION_UP:
{ {
ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
if (key != ImGuiKey_None) if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP))
{ {
io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
io.SetKeyEventNativeData(key, event_key_code, event_scan_code); io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
@ -201,38 +195,20 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
int32_t event_action = AMotionEvent_getAction(input_event); 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; 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; event_action &= AMOTION_EVENT_ACTION_MASK;
switch (AMotionEvent_getToolType(input_event, event_pointer_index))
{
case AMOTION_EVENT_TOOL_TYPE_MOUSE:
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
break;
case AMOTION_EVENT_TOOL_TYPE_STYLUS:
case AMOTION_EVENT_TOOL_TYPE_ERASER:
io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
break;
case AMOTION_EVENT_TOOL_TYPE_FINGER:
default:
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
break;
}
switch (event_action) switch (event_action)
{ {
case AMOTION_EVENT_ACTION_DOWN: case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_UP: case AMOTION_EVENT_ACTION_UP:
{
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_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 // 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). // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index); if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN) || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
{ {
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
} }
break; break;
}
case AMOTION_EVENT_ACTION_BUTTON_PRESS: case AMOTION_EVENT_ACTION_BUTTON_PRESS:
case AMOTION_EVENT_ACTION_BUTTON_RELEASE: case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
{ {
@ -240,8 +216,8 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
break;
} }
break;
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) 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 case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
@ -275,8 +251,6 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
void ImGui_ImplAndroid_Shutdown() void ImGui_ImplAndroid_Shutdown()
{ {
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
} }
void ImGui_ImplAndroid_NewFrame() void ImGui_ImplAndroid_NewFrame()
@ -300,7 +274,3 @@ void ImGui_ImplAndroid_NewFrame()
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time; g_Time = current_time;
} }
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,7 +3,6 @@
// Implemented features: // Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features: // Missing features:
// [ ] Platform: Clipboard support. // [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
@ -15,22 +14,15 @@
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ANativeWindow; struct ANativeWindow;
struct AInputEvent; struct AInputEvent;
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
#endif // #ifndef IMGUI_DISABLE

View File

@ -2,20 +2,16 @@
// This needs to be used along with a Platform Backend (e.g. Win32) // This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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). // 2021-06-29: 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) // 2021-05-19: 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. // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
@ -33,7 +29,6 @@
// 2016-05-07: DirectX10: Disabling depth-write. // 2016-05-07: DirectX10: Disabling depth-write.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx10.h" #include "imgui_impl_dx10.h"
// DirectX // DirectX
@ -64,10 +59,10 @@ struct ImGui_ImplDX10_Data
int VertexBufferSize; int VertexBufferSize;
int IndexBufferSize; int IndexBufferSize;
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
}; };
struct VERTEX_CONSTANT_BUFFER_DX10 struct VERTEX_CONSTANT_BUFFER
{ {
float mvp[4][4]; float mvp[4][4];
}; };
@ -76,7 +71,7 @@ struct VERTEX_CONSTANT_BUFFER_DX10
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of 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() static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
} }
// Functions // Functions
@ -105,7 +100,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader); ctx->PSSetShader(bd->pPixelShader);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler); ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr); ctx->GSSetShader(NULL);
// Setup render state // Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@ -127,7 +122,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc; D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
@ -136,13 +131,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0; desc.MiscFlags = 0;
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
return; return;
} }
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc; D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
@ -150,13 +145,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
return; return;
} }
// Copy and convert all vertices into a single contiguous buffer // Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = nullptr; ImDrawVert* vtx_dst = NULL;
ImDrawIdx* idx_dst = nullptr; ImDrawIdx* idx_dst = NULL;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
@ -176,7 +171,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
void* mapped_resource; void* mapped_resource;
if (bd->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; return;
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
float L = draw_data->DisplayPos.x; float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y; float T = draw_data->DisplayPos.y;
@ -319,13 +314,13 @@ static void ImGui_ImplDX10_CreateFontsTexture()
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0; desc.CPUAccessFlags = 0;
ID3D10Texture2D* pTexture = nullptr; ID3D10Texture2D* pTexture = NULL;
D3D10_SUBRESOURCE_DATA subResource; D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels; subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4; subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0; subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != nullptr); IM_ASSERT(pTexture != NULL);
// Create texture view // Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
@ -342,7 +337,6 @@ static void ImGui_ImplDX10_CreateFontsTexture()
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler // Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{ {
D3D10_SAMPLER_DESC desc; D3D10_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc)); ZeroMemory(&desc, sizeof(desc));
@ -403,7 +397,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
}"; }";
ID3DBlob* vertexShaderBlob; ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) 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! return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
{ {
@ -414,9 +408,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the input layout // Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] = D3D10_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "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)offsetof(ImDrawVert, col), 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 (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{ {
@ -428,12 +422,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the constant buffer // Create the constant buffer
{ {
D3D10_BUFFER_DESC desc; D3D10_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
desc.Usage = D3D10_USAGE_DYNAMIC; desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0; desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
} }
} }
@ -456,7 +450,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
}"; }";
ID3DBlob* pixelShaderBlob; ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) 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! return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
{ {
@ -518,23 +512,23 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (!bd->pd3dDevice) if (!bd->pd3dDevice)
return; return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->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 = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
} }
bool ImGui_ImplDX10_Init(ID3D10Device* device) bool ImGui_ImplDX10_Init(ID3D10Device* device)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
@ -543,9 +537,9 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device // Get factory from device
IDXGIDevice* pDXGIDevice = nullptr; IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = nullptr; IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = nullptr; IDXGIFactory* pFactory = NULL;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
@ -563,27 +557,22 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
void ImGui_ImplDX10_Shutdown() void ImGui_ImplDX10_Shutdown()
{ {
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr; io.BackendRendererName = NULL;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = NULL;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd); IM_DELETE(bd);
} }
void ImGui_ImplDX10_NewFrame() void ImGui_ImplDX10_NewFrame()
{ {
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler) if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects(); ImGui_ImplDX10_CreateDeviceObjects();
} }
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -2,20 +2,16 @@
// This needs to be used along with a Platform Backend (e.g. Win32) // This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D10Device; struct ID3D10Device;
@ -27,5 +23,3 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,19 +3,15 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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). // 2021-06-29: 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) // 2021-05-19: 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. // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
@ -34,7 +30,6 @@
// 2016-05-07: DirectX11: Disabling depth-write. // 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx11.h" #include "imgui_impl_dx11.h"
// DirectX // DirectX
@ -65,10 +60,10 @@ struct ImGui_ImplDX11_Data
int VertexBufferSize; int VertexBufferSize;
int IndexBufferSize; int IndexBufferSize;
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
}; };
struct VERTEX_CONSTANT_BUFFER_DX11 struct VERTEX_CONSTANT_BUFFER
{ {
float mvp[4][4]; float mvp[4][4];
}; };
@ -77,7 +72,7 @@ struct VERTEX_CONSTANT_BUFFER_DX11
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of 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() static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
} }
// Functions // Functions
@ -102,14 +97,14 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); 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->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader, nullptr, 0); ctx->VSSetShader(bd->pVertexShader, NULL, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, nullptr, 0); ctx->PSSetShader(bd->pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler); ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr, nullptr, 0); ctx->GSSetShader(NULL, NULL, 0);
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(nullptr, nullptr, 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..
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state // Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@ -131,7 +126,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc; D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
@ -140,12 +135,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0; desc.MiscFlags = 0;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
return; return;
} }
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc; D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
@ -153,7 +148,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
return; return;
} }
@ -182,7 +177,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
D3D11_MAPPED_SUBRESOURCE mapped_resource; D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(bd->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; return;
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
float L = draw_data->DisplayPos.x; float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y; float T = draw_data->DisplayPos.y;
@ -257,7 +252,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != NULL)
{ {
// User callback, registered via ImDrawList::AddCallback() // 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.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@ -331,13 +326,13 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0; desc.CPUAccessFlags = 0;
ID3D11Texture2D* pTexture = nullptr; ID3D11Texture2D* pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource; D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels; subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4; subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0; subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != nullptr); IM_ASSERT(pTexture != NULL);
// Create texture view // Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
@ -354,7 +349,6 @@ static void ImGui_ImplDX11_CreateFontsTexture()
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler // Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{ {
D3D11_SAMPLER_DESC desc; D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc)); ZeroMemory(&desc, sizeof(desc));
@ -415,9 +409,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
}"; }";
ID3DBlob* vertexShaderBlob; ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) 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! return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
{ {
vertexShaderBlob->Release(); vertexShaderBlob->Release();
return false; return false;
@ -426,9 +420,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the input layout // Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] = D3D11_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "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)offsetof(ImDrawVert, col), 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 (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{ {
@ -440,12 +434,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the constant buffer // Create the constant buffer
{ {
D3D11_BUFFER_DESC desc; D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
desc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0; desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
} }
} }
@ -468,9 +462,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
}"; }";
ID3DBlob* pixelShaderBlob; ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) 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! return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
{ {
pixelShaderBlob->Release(); pixelShaderBlob->Release();
return false; return false;
@ -530,23 +524,23 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (!bd->pd3dDevice) if (!bd->pd3dDevice)
return; return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->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 = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
} }
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
@ -555,9 +549,9 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device // Get factory from device
IDXGIDevice* pDXGIDevice = nullptr; IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = nullptr; IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = nullptr; IDXGIFactory* pFactory = NULL;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
@ -578,28 +572,23 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
void ImGui_ImplDX11_Shutdown() void ImGui_ImplDX11_Shutdown()
{ {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr; io.BackendRendererName = NULL;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = NULL;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd); IM_DELETE(bd);
} }
void ImGui_ImplDX11_NewFrame() void ImGui_ImplDX11_NewFrame()
{ {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler) if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects(); ImGui_ImplDX11_CreateDeviceObjects();
} }
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,19 +3,15 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D11Device; struct ID3D11Device;
struct ID3D11DeviceContext; struct ID3D11DeviceContext;
@ -28,5 +24,3 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
@ -15,15 +15,11 @@
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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). // 2021-06-29: 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) // 2021-05-19: 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. // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
@ -42,7 +38,6 @@
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. // 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx12.h" #include "imgui_impl_dx12.h"
// DirectX // DirectX
@ -54,7 +49,14 @@
#endif #endif
// DirectX data // DirectX data
struct ImGui_ImplDX12_RenderBuffers; struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
struct ImGui_ImplDX12_Data struct ImGui_ImplDX12_Data
{ {
ID3D12Device* pd3dDevice; ID3D12Device* pd3dDevice;
@ -64,36 +66,26 @@ struct ImGui_ImplDX12_Data
ID3D12Resource* pFontTextureResource; ID3D12Resource* pFontTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources; ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT numFramesInFlight;
UINT frameIndex; UINT frameIndex;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
};
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of 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() static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
} }
// Buffers used during the rendering of a frame
struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
// Functions // Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{ {
@ -101,7 +93,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
// Setup orthographic projection matrix into our constant buffer // 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). // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
{ {
float L = draw_data->DisplayPos.x; float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@ -157,7 +149,7 @@ static inline void SafeRelease(T*& res)
{ {
if (res) if (res)
res->Release(); res->Release();
res = nullptr; res = NULL;
} }
// Render function // Render function
@ -174,7 +166,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
{ {
SafeRelease(fr->VertexBuffer); SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
@ -194,10 +186,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1; desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE; desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, 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; return;
} }
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{ {
SafeRelease(fr->IndexBuffer); SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
@ -217,7 +209,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1; desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE; desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, 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; return;
} }
@ -256,7 +248,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != NULL)
{ {
// User callback, registered via ImDrawList::AddCallback() // 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.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@ -318,9 +310,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE; desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = nullptr; ID3D12Resource* pTexture = NULL;
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); 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); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT uploadSize = height * uploadPitch; UINT uploadSize = height * uploadPitch;
@ -340,12 +332,12 @@ static void ImGui_ImplDX12_CreateFontsTexture()
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
ID3D12Resource* uploadBuffer = nullptr; ID3D12Resource* uploadBuffer = NULL;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
void* mapped = nullptr; void* mapped = NULL;
D3D12_RANGE range = { 0, uploadSize }; D3D12_RANGE range = { 0, uploadSize };
hr = uploadBuffer->Map(0, &range, &mapped); hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
@ -375,31 +367,31 @@ static void ImGui_ImplDX12_CreateFontsTexture()
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
ID3D12Fence* fence = nullptr; ID3D12Fence* fence = NULL;
hr = bd->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)); IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0); HANDLE event = CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != nullptr); IM_ASSERT(event != NULL);
D3D12_COMMAND_QUEUE_DESC queueDesc = {}; D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1; queueDesc.NodeMask = 1;
ID3D12CommandQueue* cmdQueue = nullptr; ID3D12CommandQueue* cmdQueue = NULL;
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandAllocator* cmdAlloc = nullptr; ID3D12CommandAllocator* cmdAlloc = NULL;
hr = bd->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)); IM_ASSERT(SUCCEEDED(hr));
ID3D12GraphicsCommandList* cmdList = nullptr; ID3D12GraphicsCommandList* cmdList = NULL;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
cmdList->ResourceBarrier(1, &barrier); cmdList->ResourceBarrier(1, &barrier);
hr = cmdList->Close(); hr = cmdList->Close();
@ -474,7 +466,6 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
param[1].DescriptorTable.pDescriptorRanges = &descRange; param[1].DescriptorTable.pDescriptorRanges = &descRange;
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
D3D12_STATIC_SAMPLER_DESC staticSampler = {}; D3D12_STATIC_SAMPLER_DESC staticSampler = {};
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
@ -504,7 +495,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. // 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. // 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"); static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
if (d3d12_dll == nullptr) if (d3d12_dll == NULL)
{ {
// Attempt to load d3d12.dll from local directories. This will only succeed if // Attempt to load d3d12.dll from local directories. This will only succeed if
// (1) the current OS is Windows 7, and // (1) the current OS is Windows 7, and
@ -512,23 +503,23 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// See https://github.com/ocornut/imgui/pull/3696 for details. // 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 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++) for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
break; break;
// If failed, we are on Windows >= 10. // If failed, we are on Windows >= 10.
if (d3d12_dll == nullptr) if (d3d12_dll == NULL)
d3d12_dll = ::LoadLibraryA("d3d12.dll"); d3d12_dll = ::LoadLibraryA("d3d12.dll");
if (d3d12_dll == nullptr) if (d3d12_dll == NULL)
return false; return false;
} }
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == nullptr) if (D3D12SerializeRootSignatureFn == NULL)
return false; return false;
ID3DBlob* blob = nullptr; ID3DBlob* blob = NULL;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
return false; return false;
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
@ -537,7 +528,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can: // If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
@ -585,16 +576,16 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return output;\ return output;\
}"; }";
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_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! return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
// Create the input layout // Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] = static D3D12_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
}; };
psoDesc.InputLayout = { local_layout, 3 }; psoDesc.InputLayout = { local_layout, 3 };
} }
@ -617,10 +608,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return out_col; \ return out_col; \
}"; }";
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
{ {
vertexShaderBlob->Release(); vertexShaderBlob->Release();
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
} }
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
} }
@ -683,12 +674,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice) if (!bd || !bd->pd3dDevice)
return; return;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
SafeRelease(bd->pRootSignature); SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState); SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource); SafeRelease(bd->pFontTextureResource);
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. 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++) for (UINT i = 0; i < bd->numFramesInFlight; i++)
{ {
@ -702,7 +693,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
@ -716,15 +707,15 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
bd->numFramesInFlight = num_frames_in_flight; bd->numFramesInFlight = num_frames_in_flight;
bd->pd3dSrvDescHeap = cbv_srv_heap;
bd->frameIndex = UINT_MAX; bd->frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++) for (int i = 0; i < num_frames_in_flight; i++)
{ {
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr; fr->IndexBuffer = NULL;
fr->VertexBuffer = nullptr; fr->VertexBuffer = NULL;
fr->IndexBufferSize = 10000; fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000; fr->VertexBufferSize = 5000;
} }
@ -735,27 +726,21 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
void ImGui_ImplDX12_Shutdown() void ImGui_ImplDX12_Shutdown()
{ {
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Clean up windows and device objects
ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources; delete[] bd->pFrameResources;
io.BackendRendererName = nullptr; io.BackendRendererName = NULL;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = NULL;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd); IM_DELETE(bd);
} }
void ImGui_ImplDX12_NewFrame() void ImGui_ImplDX12_NewFrame()
{ {
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState) if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects(); ImGui_ImplDX12_CreateDeviceObjects();
} }
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,22 +3,18 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// See imgui_impl_dx12.cpp file for details. // See imgui_impl_dx12.cpp file for details.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <dxgiformat.h> // DXGI_FORMAT #include <dxgiformat.h> // DXGI_FORMAT
struct ID3D12Device; struct ID3D12Device;
@ -40,5 +36,3 @@ 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. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,20 +3,15 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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). // 2021-06-29: 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. // 2021-06-25: 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) // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@ -36,7 +31,6 @@
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx9.h" #include "imgui_impl_dx9.h"
// DirectX // DirectX
@ -52,7 +46,7 @@ struct ImGui_ImplDX9_Data
int VertexBufferSize; int VertexBufferSize;
int IndexBufferSize; int IndexBufferSize;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
}; };
struct CUSTOMVERTEX struct CUSTOMVERTEX
@ -73,7 +67,7 @@ struct CUSTOMVERTEX
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of 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() static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
} }
// Functions // Functions
@ -90,9 +84,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
vp.MaxZ = 1.0f; vp.MaxZ = 1.0f;
bd->pd3dDevice->SetViewport(&vp); bd->pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
bd->pd3dDevice->SetPixelShader(nullptr); bd->pd3dDevice->SetPixelShader(NULL);
bd->pd3dDevice->SetVertexShader(nullptr); bd->pd3dDevice->SetVertexShader(NULL);
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
@ -157,21 +151,21 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0)
return; return;
} }
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; 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, nullptr) < 0) 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; return;
} }
// Backup the DX9 state // Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = nullptr; IDirect3DStateBlock9* d3d9_state_block = NULL;
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return; return;
if (d3d9_state_block->Capture() < 0) if (d3d9_state_block->Capture() < 0)
@ -243,7 +237,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != NULL)
{ {
// User callback, registered via ImDrawList::AddCallback() // 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.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@ -285,7 +279,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
@ -302,35 +296,16 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
void ImGui_ImplDX9_Shutdown() void ImGui_ImplDX9_Shutdown()
{ {
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr; io.BackendRendererName = NULL;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = NULL;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd); IM_DELETE(bd);
} }
static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
{
IDirect3D9* pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
}
static bool ImGui_ImplDX9_CreateFontsTexture() static bool ImGui_ImplDX9_CreateFontsTexture()
{ {
// Build texture atlas // Build texture atlas
@ -342,24 +317,21 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
#ifndef IMGUI_USE_BGRA_PACKED_COLOR #ifndef IMGUI_USE_BGRA_PACKED_COLOR
const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); if (io.Fonts->TexPixelsUseColors)
if (!rgba_support && io.Fonts->TexPixelsUseColors)
{ {
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); 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++) 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); *dst = IMGUI_COL_TO_DX9_ARGB(*src);
pixels = (unsigned char*)dst_start; pixels = (unsigned char*)dst_start;
} }
#else
const bool rgba_support = false;
#endif #endif
// Upload texture to graphics system // Upload texture to graphics system
bd->FontTexture = nullptr; bd->FontTexture = NULL;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
return false; return false;
D3DLOCKED_RECT tex_locked_rect; D3DLOCKED_RECT tex_locked_rect;
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
return false; return false;
for (int y = 0; y < height; y++) for (int y = 0; y < height; y++)
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); 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);
@ -369,7 +341,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
io.Fonts->SetTexID((ImTextureID)bd->FontTexture); io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
#ifndef IMGUI_USE_BGRA_PACKED_COLOR #ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (!rgba_support && io.Fonts->TexPixelsUseColors) if (io.Fonts->TexPixelsUseColors)
ImGui::MemFree(pixels); ImGui::MemFree(pixels);
#endif #endif
@ -391,20 +363,16 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice) if (!bd || !bd->pd3dDevice)
return; return;
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. 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() void ImGui_ImplDX9_NewFrame()
{ {
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects(); ImGui_ImplDX9_CreateDeviceObjects();
} }
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,19 +3,15 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct IDirect3DDevice9; struct IDirect3DDevice9;
@ -27,5 +23,3 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -1,42 +1,22 @@
// dear imgui: Platform Backend for GLFW // dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) // (Requires: GLFW 3.1+)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. // 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
@ -70,7 +50,6 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
// Clang warnings with -Weverything // Clang warnings with -Weverything
@ -78,43 +57,32 @@
#pragma clang diagnostic push #pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#endif #endif
// GLFW // GLFW
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#ifdef _WIN32 #ifdef _WIN32
#undef APIENTRY #undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32 #define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window() #include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif #endif
#ifdef __APPLE__
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif
// We gather version tests as define in order to easily see which features are version-dependent.
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
#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_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #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 #else
#define GLFW_HAS_NEW_CURSORS (0) #define GLFW_HAS_NEW_CURSORS (0)
#endif #endif
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api #define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() #define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
// GLFW data // GLFW data
enum GlfwClientApi enum GlfwClientApi
{ {
GlfwClientApi_Unknown, GlfwClientApi_Unknown,
GlfwClientApi_OpenGL, GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan, GlfwClientApi_Vulkan
}; };
struct ImGui_ImplGlfw_Data struct ImGui_ImplGlfw_Data
@ -126,10 +94,6 @@ struct ImGui_ImplGlfw_Data
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
ImVec2 LastValidMousePos; ImVec2 LastValidMousePos;
bool InstalledCallbacks; bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
#ifdef __EMSCRIPTEN__
const char* CanvasSelector;
#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus; GLFWwindowfocusfun PrevUserCallbackWindowFocus;
@ -140,11 +104,8 @@ struct ImGui_ImplGlfw_Data
GLFWkeyfun PrevUserCallbackKey; GLFWkeyfun PrevUserCallbackKey;
GLFWcharfun PrevUserCallbackChar; GLFWcharfun PrevUserCallbackChar;
GLFWmonitorfun PrevUserCallbackMonitor; GLFWmonitorfun PrevUserCallbackMonitor;
#ifdef _WIN32
WNDPROC GlfwWndProc;
#endif
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
@ -156,7 +117,7 @@ struct ImGui_ImplGlfw_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
} }
// Functions // Functions
@ -279,46 +240,26 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
case GLFW_KEY_F10: return ImGuiKey_F10; case GLFW_KEY_F10: return ImGuiKey_F10;
case GLFW_KEY_F11: return ImGuiKey_F11; case GLFW_KEY_F11: return ImGuiKey_F11;
case GLFW_KEY_F12: return ImGuiKey_F12; case GLFW_KEY_F12: return ImGuiKey_F12;
case GLFW_KEY_F13: return ImGuiKey_F13;
case GLFW_KEY_F14: return ImGuiKey_F14;
case GLFW_KEY_F15: return ImGuiKey_F15;
case GLFW_KEY_F16: return ImGuiKey_F16;
case GLFW_KEY_F17: return ImGuiKey_F17;
case GLFW_KEY_F18: return ImGuiKey_F18;
case GLFW_KEY_F19: return ImGuiKey_F19;
case GLFW_KEY_F20: return ImGuiKey_F20;
case GLFW_KEY_F21: return ImGuiKey_F21;
case GLFW_KEY_F22: return ImGuiKey_F22;
case GLFW_KEY_F23: return ImGuiKey_F23;
case GLFW_KEY_F24: return ImGuiKey_F24;
default: return ImGuiKey_None; default: return ImGuiKey_None;
} }
} }
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
}
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
} }
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
bd->PrevUserCallbackMousebutton(window, button, action, mods); bd->PrevUserCallbackMousebutton(window, button, action, mods);
ImGui_ImplGlfw_UpdateKeyModifiers(window); ImGui_ImplGlfw_UpdateKeyModifiers(mods);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (button >= 0 && button < ImGuiMouseButton_COUNT) if (button >= 0 && button < ImGuiMouseButton_COUNT)
@ -328,21 +269,16 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)
bd->PrevUserCallbackScroll(window, xoffset, yoffset); bd->PrevUserCallbackScroll(window, xoffset, yoffset);
#ifdef __EMSCRIPTEN__
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
return;
#endif
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddMouseWheelEvent((float)xoffset, (float)yoffset); io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
} }
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{ {
#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) #if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
// See https://github.com/glfw/glfw/issues/1502 for details. // See https://github.com/glfw/glfw/issues/1502 for details.
@ -350,12 +286,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
// This won't cover edge cases but this is at least going to cover common cases. // This won't cover edge cases but this is at least going to cover common cases.
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
return key; return key;
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
const char* key_name = glfwGetKeyName(key, scancode); const char* key_name = glfwGetKeyName(key, scancode);
glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
(void)glfwGetError(nullptr);
#endif
if (key_name && key_name[0] != 0 && key_name[1] == 0) if (key_name && key_name[0] != 0 && key_name[1] == 0)
{ {
const char char_names[] = "`-=[]\\,;\'./"; const char char_names[] = "`-=[]\\,;\'./";
@ -363,7 +294,6 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
} }
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
@ -376,13 +306,13 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
if (action != GLFW_PRESS && action != GLFW_RELEASE) if (action != GLFW_PRESS && action != GLFW_RELEASE)
return; return;
ImGui_ImplGlfw_UpdateKeyModifiers(window); ImGui_ImplGlfw_UpdateKeyModifiers(mods);
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
@ -395,7 +325,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
bd->PrevUserCallbackWindowFocus(window, focused); bd->PrevUserCallbackWindowFocus(window, focused);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -405,7 +335,7 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)
bd->PrevUserCallbackCursorPos(window, x, y); bd->PrevUserCallbackCursorPos(window, x, y);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -418,7 +348,7 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered); bd->PrevUserCallbackCursorEnter(window, entered);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -430,7 +360,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
else if (!entered && bd->MouseWindow == window) else if (!entered && bd->MouseWindow == window)
{ {
bd->LastValidMousePos = io.MousePos; bd->LastValidMousePos = io.MousePos;
bd->MouseWindow = nullptr; bd->MouseWindow = NULL;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
} }
} }
@ -438,7 +368,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackChar != NULL && window == bd->Window)
bd->PrevUserCallbackChar(window, c); bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -450,53 +380,6 @@ 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. // 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.
} }
#ifdef __EMSCRIPTEN__
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
{
// Mimic Emscripten_HandleWheel() in SDL.
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
float multiplier = 0.0f;
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
float wheel_x = ev->deltaX * -multiplier;
float wheel_y = ev->deltaY * -multiplier;
ImGuiIO& io = ImGui::GetIO();
io.AddMouseWheelEvent(wheel_x, wheel_y);
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
return EM_TRUE;
}
#endif
#ifdef _WIN32
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
switch (msg)
{
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
}
return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
}
#endif
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
@ -529,31 +412,20 @@ void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
glfwSetCharCallback(window, bd->PrevUserCallbackChar); glfwSetCharCallback(window, bd->PrevUserCallbackChar);
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
bd->InstalledCallbacks = false; bd->InstalledCallbacks = false;
bd->PrevUserCallbackWindowFocus = nullptr; bd->PrevUserCallbackWindowFocus = NULL;
bd->PrevUserCallbackCursorEnter = nullptr; bd->PrevUserCallbackCursorEnter = NULL;
bd->PrevUserCallbackCursorPos = nullptr; bd->PrevUserCallbackCursorPos = NULL;
bd->PrevUserCallbackMousebutton = nullptr; bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = nullptr; bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = nullptr; bd->PrevUserCallbackKey = NULL;
bd->PrevUserCallbackChar = nullptr; bd->PrevUserCallbackChar = NULL;
bd->PrevUserCallbackMonitor = nullptr; bd->PrevUserCallbackMonitor = NULL;
}
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
// This is 'false' by default meaning we only chain callbacks for the main viewport.
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
bd->CallbacksChainForAllWindows = chain_for_all_windows;
} }
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
@ -569,11 +441,16 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = bd->Window; io.ClipboardUserData = bd->Window;
// Set platform dependent data in viewport
#if defined(_WIN32)
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
#endif
// Create mouse cursors // Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
@ -591,36 +468,10 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif #endif
glfwSetErrorCallback(prev_error_callback); glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
(void)glfwGetError(nullptr);
#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
if (install_callbacks) if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window); ImGui_ImplGlfw_InstallCallbacks(window);
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback?
#ifdef __EMSCRIPTEN__
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
#endif
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
#ifdef _WIN32
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__)
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
#else
IM_UNUSED(main_viewport);
#endif
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
IM_ASSERT(bd->GlfwWndProc != nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
bd->ClientApi = client_api; bd->ClientApi = client_api;
return true; return true;
@ -644,28 +495,17 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown() void ImGui_ImplGlfw_Shutdown()
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (bd->InstalledCallbacks) if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window); ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef __EMSCRIPTEN__
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
#endif
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
glfwDestroyCursor(bd->MouseCursors[cursor_n]); glfwDestroyCursor(bd->MouseCursors[cursor_n]);
// Windows: register a WndProc hook so we can intercept some messages. io.BackendPlatformName = NULL;
#ifdef _WIN32 io.BackendPlatformUserData = NULL;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
bd->GlfwWndProc = nullptr;
#endif
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd); IM_DELETE(bd);
} }
@ -674,28 +514,24 @@ static void ImGui_ImplGlfw_UpdateMouseData()
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
GLFWwindow* window = bd->Window;
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
const bool is_window_focused = true; const bool is_app_focused = true;
#else #else
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
#endif #endif
if (is_window_focused) if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos) if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == nullptr) if (is_app_focused && bd->MouseWindow == NULL)
{ {
double mouse_x, mouse_y; double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y); glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_y); io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
} bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
} }
} }
} }
@ -708,21 +544,17 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
return; return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
GLFWwindow* window = bd->Window;
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{ {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
} }
else else
{ {
// Show OS mouse cursor // Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
} }
} }
@ -731,11 +563,11 @@ static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0
static void ImGui_ImplGlfw_UpdateGamepads() static void ImGui_ImplGlfw_UpdateGamepads()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return; return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) #if GLFW_HAS_GAMEPAD_API
GLFWgamepadstate gamepad; GLFWgamepadstate gamepad;
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
return; return;
@ -753,10 +585,10 @@ static void ImGui_ImplGlfw_UpdateGamepads()
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
@ -783,7 +615,7 @@ void ImGui_ImplGlfw_NewFrame()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
int w, h; int w, h;
@ -795,10 +627,7 @@ void ImGui_ImplGlfw_NewFrame()
io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
// Setup time step // Setup time step
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
double current_time = glfwGetTime(); double current_time = glfwGetTime();
if (current_time <= bd->Time)
current_time = bd->Time + 0.00001f;
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
@ -809,46 +638,6 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateGamepads(); ImGui_ImplGlfw_UpdateGamepads();
} }
#ifdef __EMSCRIPTEN__
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
double canvas_width, canvas_height;
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
return true;
}
static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
double canvas_width, canvas_height;
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
return true;
}
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector)
{
IM_ASSERT(canvas_selector != nullptr);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");
bd->CanvasSelector = canvas_selector;
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
// Change the size of the GLFW window according to the size of the canvas
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
}
#endif
//-----------------------------------------------------------------------------
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic pop #pragma clang diagnostic pop
#endif #endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -4,22 +4,21 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // About GLSL version:
// - Introduction, links and more at the top of imgui.cpp // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct GLFWwindow; struct GLFWwindow;
struct GLFWmonitor; struct GLFWmonitor;
@ -30,22 +29,13 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// Emscripten related initialization phase methods // GLFW callbacks (installer)
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector);
#endif
// GLFW callbacks install
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-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 individual function yourself from your own GLFW callbacks. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
// GFLW callbacks options: // GLFW callbacks (individual callbacks to call if you didn't install callbacks)
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
@ -54,5 +44,3 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); 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_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
#endif // #ifndef IMGUI_DISABLE

View File

@ -9,23 +9,17 @@
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Issues: // Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
@ -35,9 +29,7 @@
// 2018-03-22: Added GLUT Platform binding. // 2018-03-22: Added GLUT Platform binding.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glut.h" #include "imgui_impl_glut.h"
#define GL_SILENCE_DEPRECATION
#ifdef __APPLE__ #ifdef __APPLE__
#include <GLUT/glut.h> #include <GLUT/glut.h>
#else #else
@ -195,8 +187,6 @@ void ImGui_ImplGLUT_InstallFuncs()
void ImGui_ImplGLUT_Shutdown() void ImGui_ImplGLUT_Shutdown()
{ {
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
} }
void ImGui_ImplGLUT_NewFrame() void ImGui_ImplGLUT_NewFrame()
@ -209,15 +199,18 @@ void ImGui_ImplGLUT_NewFrame()
delta_time_ms = 1; delta_time_ms = 1;
io.DeltaTime = delta_time_ms / 1000.0f; io.DeltaTime = delta_time_ms / 1000.0f;
g_Time = current_time; g_Time = current_time;
// Start the frame
ImGui::NewFrame();
} }
static void ImGui_ImplGLUT_UpdateKeyModifiers() static void ImGui_ImplGLUT_UpdateKeyModifiers()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
int glut_key_mods = glutGetModifiers(); int glut_key_mods = glutGetModifiers();
io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0); io.AddKeyEvent(ImGuiKey_ModCtrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
} }
static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
@ -276,7 +269,7 @@ void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
if (glut_button == GLUT_LEFT_BUTTON) button = 0; if (glut_button == GLUT_LEFT_BUTTON) button = 0;
if (glut_button == GLUT_RIGHT_BUTTON) button = 1; if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP)) if (button != -1 && state == GLUT_DOWN || state == GLUT_UP)
io.AddMouseButtonEvent(button, state == GLUT_DOWN); io.AddMouseButtonEvent(button, state == GLUT_DOWN);
} }
@ -302,7 +295,3 @@ void ImGui_ImplGLUT_MotionFunc(int x, int y)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y); io.AddMousePosEvent((float)x, (float)y);
} }
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -9,21 +9,16 @@
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Issues: // Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
@ -33,7 +28,7 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, // You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. // or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
//------------------------------------ GLUT name ---------------------------------------------- Decent Name --------- //---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
@ -42,5 +37,3 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,18 +3,14 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// ObjC API // ObjC API
@ -28,7 +24,7 @@
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device); IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
id<MTLCommandBuffer> commandBuffer, id<MTLCommandBuffer> commandBuffer,
id<MTLRenderCommandEncoder> commandEncoder); id<MTLRenderCommandEncoder> commandEncoder);
@ -48,7 +44,9 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
// More info about using Metal from C++: https://developer.apple.com/metal/cpp/ // More info about using Metal from C++: https://developer.apple.com/metal/cpp/
#ifdef IMGUI_IMPL_METAL_CPP #ifdef IMGUI_IMPL_METAL_CPP
#include <Metal/Metal.hpp> #include <Metal/Metal.hpp>
#ifndef __OBJC__ #ifndef __OBJC__
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
@ -65,8 +63,5 @@ IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#endif #endif
#endif #endif
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -3,23 +3,15 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
// 2022-07-05: Metal: Add dispatch synchronization.
// 2022-06-30: Metal: Use __bridge for ARC based systems.
// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). // 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. // 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) // 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
@ -33,17 +25,18 @@
// 2018-07-05: Metal: Added new Metal backend implementation. // 2018-07-05: Metal: Added new Metal backend implementation.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_metal.h" #include "imgui_impl_metal.h"
#import <time.h>
#import <Metal/Metal.h> #import <Metal/Metal.h>
// #import <QuartzCore/CAMetalLayer.h> // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
#import <simd/simd.h>
#pragma mark - Support classes #pragma mark - Support classes
// A wrapper around a MTLBuffer object that knows the last time it was reused // A wrapper around a MTLBuffer object that knows the last time it was reused
@interface MetalBuffer : NSObject @interface MetalBuffer : NSObject
@property (nonatomic, strong) id<MTLBuffer> buffer; @property (nonatomic, strong) id<MTLBuffer> buffer;
@property (nonatomic, assign) double lastReuseTime; @property (nonatomic, assign) NSTimeInterval lastReuseTime;
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer; - (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
@end @end
@ -61,29 +54,30 @@
// renderer backend. Stores the render pipeline state cache and the default // renderer backend. Stores the render pipeline state cache and the default
// font texture, and manages the reusable buffer cache. // font texture, and manages the reusable buffer cache.
@interface MetalContext : NSObject @interface MetalContext : NSObject
@property (nonatomic, strong) id<MTLDevice> device;
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState; @property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
@property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient @property (nonatomic, strong) FramebufferDescriptor *framebufferDescriptor; // framebuffer descriptor for current frame; transient
@property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors @property (nonatomic, strong) NSMutableDictionary *renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture; @property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
@property (nonatomic, strong) NSMutableArray<MetalBuffer *> *bufferCache; @property (nonatomic, strong) NSMutableArray<MetalBuffer *> *bufferCache;
@property (nonatomic, assign) double lastBufferCachePurge; @property (nonatomic, assign) NSTimeInterval lastBufferCachePurge;
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device;
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device;
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device; - (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device; - (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
- (void)emptyRenderPipelineStateCache;
- (void)setupRenderState:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
vertexBuffer:(MetalBuffer *)vertexBuffer
vertexBufferOffset:(size_t)vertexBufferOffset;
- (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
@end @end
struct ImGui_ImplMetal_Data static MetalContext *g_sharedMetalContext = nil;
{
MetalContext* SharedMetalContext;
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
};
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
#ifdef IMGUI_IMPL_METAL_CPP #ifdef IMGUI_IMPL_METAL_CPP
@ -91,12 +85,12 @@ static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CF
bool ImGui_ImplMetal_Init(MTL::Device* device) bool ImGui_ImplMetal_Init(MTL::Device* device)
{ {
return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device)); return ImGui_ImplMetal_Init((id<MTLDevice>)(device));
} }
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
{ {
ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); ImGui_ImplMetal_NewFrame((MTLRenderPassDescriptor*)(renderPassDescriptor));
} }
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
@ -104,19 +98,19 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
MTL::RenderCommandEncoder* commandEncoder) MTL::RenderCommandEncoder* commandEncoder)
{ {
ImGui_ImplMetal_RenderDrawData(draw_data, ImGui_ImplMetal_RenderDrawData(draw_data,
(__bridge id<MTLCommandBuffer>)(commandBuffer), (id<MTLCommandBuffer>)(commandBuffer),
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder)); (id<MTLRenderCommandEncoder>)(commandEncoder));
} }
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
{ {
return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device)); return ImGui_ImplMetal_CreateFontsTexture((id<MTLDevice>)(device));
} }
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
{ {
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device)); return ImGui_ImplMetal_CreateDeviceObjects((id<MTLDevice>)(device));
} }
#endif // #ifdef IMGUI_IMPL_METAL_CPP #endif // #ifdef IMGUI_IMPL_METAL_CPP
@ -125,246 +119,59 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
bool ImGui_ImplMetal_Init(id<MTLDevice> device) bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal"; io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SharedMetalContext = [[MetalContext alloc] init]; static dispatch_once_t onceToken;
bd->SharedMetalContext.device = device; dispatch_once(&onceToken, ^{
g_sharedMetalContext = [[MetalContext alloc] init];
});
ImGui_ImplMetal_CreateDeviceObjects(device);
return true; return true;
} }
void ImGui_ImplMetal_Shutdown() void ImGui_ImplMetal_Shutdown()
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGui_ImplMetal_DestroyDeviceObjects(); ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
} }
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor) void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
if (bd->SharedMetalContext.depthStencilState == nil) g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
}
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
{
IM_UNUSED(commandBuffer);
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
[commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
// 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). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport =
{
.originX = 0.0,
.originY = 0.0,
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
.znear = 0.0,
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x;
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
float T = drawData->DisplayPos.y;
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
float N = (float)viewport.znear;
float F = (float)viewport.zfar;
const float ortho_projection[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, 1/(F-N), 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
};
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
} }
// Metal Render function. // Metal Render function.
void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder) void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder:commandEncoder];
MetalContext* ctx = bd->SharedMetalContext;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// The hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
// Cache render pipeline state for later reuse
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
}
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// 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_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
continue;
// Apply scissor/clipping rectangle
MTLScissorRect scissorRect =
{
.x = NSUInteger(clip_min.x),
.y = NSUInteger(clip_min.y),
.width = NSUInteger(clip_max.x - clip_min.x),
.height = NSUInteger(clip_max.y - clip_min.y)
};
[commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw
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
indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
indexBuffer:indexBuffer.buffer
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
}
}
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
if (bd != nullptr)
{
@synchronized(bd->SharedMetalContext.bufferCache)
{
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
}
}
});
}];
} }
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device) bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [g_sharedMetalContext makeFontTextureWithDevice:device];
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->SetTexID((__bridge void *)g_sharedMetalContext.fontTexture); // ImTextureID == void*
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. return (g_sharedMetalContext.fontTexture != nil);
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
width:(NSUInteger)width
height:(NSUInteger)height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageShaderRead;
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
textureDescriptor.storageMode = MTLStorageModeManaged;
#else
textureDescriptor.storageMode = MTLStorageModeShared;
#endif
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
bd->SharedMetalContext.fontTexture = texture;
io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
return (bd->SharedMetalContext.fontTexture != nil);
} }
void ImGui_ImplMetal_DestroyFontsTexture() void ImGui_ImplMetal_DestroyFontsTexture()
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
bd->SharedMetalContext.fontTexture = nil; g_sharedMetalContext.fontTexture = nil;
io.Fonts->SetTexID(0); io.Fonts->SetTexID(nullptr);
} }
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device) bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [g_sharedMetalContext makeDeviceObjectsWithDevice:device];
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
ImGui_ImplMetal_CreateFontsTexture(device); ImGui_ImplMetal_CreateFontsTexture(device);
return true; return true;
@ -372,9 +179,8 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
void ImGui_ImplMetal_DestroyDeviceObjects() void ImGui_ImplMetal_DestroyDeviceObjects()
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGui_ImplMetal_DestroyFontsTexture(); ImGui_ImplMetal_DestroyFontsTexture();
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; [g_sharedMetalContext emptyRenderPipelineStateCache];
} }
#pragma mark - MetalBuffer implementation #pragma mark - MetalBuffer implementation
@ -385,7 +191,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
if ((self = [super init])) if ((self = [super init]))
{ {
_buffer = buffer; _buffer = buffer;
_lastReuseTime = GetMachAbsoluteTimeInSeconds(); _lastReuseTime = [NSDate date].timeIntervalSince1970;
} }
return self; return self;
} }
@ -442,30 +248,64 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - MetalContext implementation #pragma mark - MetalContext implementation
@implementation MetalContext @implementation MetalContext
- (instancetype)init - (instancetype)init {
{
if ((self = [super init])) if ((self = [super init]))
{ {
self.renderPipelineStateCache = [NSMutableDictionary dictionary]; _renderPipelineStateCache = [NSMutableDictionary dictionary];
self.bufferCache = [NSMutableArray array]; _bufferCache = [NSMutableArray array];
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); _lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
} }
return self; return self;
} }
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
{
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
}
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
{
ImGuiIO &io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
width:(NSUInteger)width
height:(NSUInteger)height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageShaderRead;
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
textureDescriptor.storageMode = MTLStorageModeManaged;
#else
textureDescriptor.storageMode = MTLStorageModeShared;
#endif
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
self.fontTexture = texture;
}
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device - (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{ {
uint64_t now = GetMachAbsoluteTimeInSeconds(); NSTimeInterval now = [NSDate date].timeIntervalSince1970;
@synchronized(self.bufferCache)
{
// Purge old buffers that haven't been useful for a while // Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0) if (now - self.lastBufferCachePurge > 1.0)
{ {
NSMutableArray *survivors = [NSMutableArray array]; NSMutableArray *survivors = [NSMutableArray array];
for (MetalBuffer *candidate in self.bufferCache) for (MetalBuffer *candidate in self.bufferCache)
{
if (candidate.lastReuseTime > self.lastBufferCachePurge) if (candidate.lastReuseTime > self.lastBufferCachePurge)
{
[survivors addObject:candidate]; [survivors addObject:candidate];
}
}
self.bufferCache = [survivors mutableCopy]; self.bufferCache = [survivors mutableCopy];
self.lastBufferCachePurge = now; self.lastBufferCachePurge = now;
} }
@ -482,15 +322,35 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
bestCandidate.lastReuseTime = now; bestCandidate.lastReuseTime = now;
return bestCandidate; return bestCandidate;
} }
}
// No luck; make a new buffer // No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
return [[MetalBuffer alloc] initWithBuffer:backing]; return [[MetalBuffer alloc] initWithBuffer:backing];
} }
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. - (void)enqueueReusableBuffer:(MetalBuffer *)buffer
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device {
[self.bufferCache addObject:buffer];
}
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
{
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// The hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
// Cache render pipeline state for later reuse
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
}
return renderPipelineState;
}
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
{ {
NSError *error = nil; NSError *error = nil;
@ -547,13 +407,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
} }
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos); vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
vertexDescriptor.attributes[0].bufferIndex = 0; vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv); vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
vertexDescriptor.attributes[1].bufferIndex = 0; vertexDescriptor.attributes[1].bufferIndex = 0;
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col); vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
vertexDescriptor.attributes[2].bufferIndex = 0; vertexDescriptor.attributes[2].bufferIndex = 0;
vertexDescriptor.layouts[0].stepRate = 1; vertexDescriptor.layouts[0].stepRate = 1;
@ -564,7 +424,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
pipelineDescriptor.vertexFunction = vertexFunction; pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction; pipelineDescriptor.fragmentFunction = fragmentFunction;
pipelineDescriptor.vertexDescriptor = vertexDescriptor; pipelineDescriptor.vertexDescriptor = vertexDescriptor;
pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount; pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
@ -578,13 +438,159 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil) if (error != nil)
{
NSLog(@"Error: failed to create Metal pipeline state: %@", error); NSLog(@"Error: failed to create Metal pipeline state: %@", error);
}
return renderPipelineState; return renderPipelineState;
} }
- (void)emptyRenderPipelineStateCache
{
[self.renderPipelineStateCache removeAllObjects];
}
- (void)setupRenderState:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
vertexBuffer:(MetalBuffer *)vertexBuffer
vertexBufferOffset:(size_t)vertexBufferOffset
{
[commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
// 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). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport =
{
.originX = 0.0,
.originY = 0.0,
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
.znear = 0.0,
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x;
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
float T = drawData->DisplayPos.y;
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
float N = (float)viewport.znear;
float F = (float)viewport.zfar;
const float ortho_projection[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, 1/(F-N), 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
};
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
}
- (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0];
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// 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)
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
continue;
// Apply scissor/clipping rectangle
MTLScissorRect scissorRect =
{
.x = NSUInteger(clip_min.x),
.y = NSUInteger(clip_min.y),
.width = NSUInteger(clip_max.x - clip_min.x),
.height = NSUInteger(clip_max.y - clip_min.y)
};
[commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw
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
indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
indexBuffer:indexBuffer.buffer
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
}
}
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
__weak id weakSelf = self;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf enqueueReusableBuffer:vertexBuffer];
[weakSelf enqueueReusableBuffer:indexBuffer];
});
}];
}
@end @end
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -6,11 +6,8 @@
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp** // **Prefer using the code in imgui_impl_opengl3.cpp**
@ -22,8 +19,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 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). // 2021-06-29: 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) // 2021-05-19: 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. // 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.
@ -40,15 +36,11 @@
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl2.h" #include "imgui_impl_opengl2.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#endif #endif
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
@ -69,21 +61,21 @@ struct ImGui_ImplOpenGL2_Data
{ {
GLuint FontTexture; GLuint FontTexture;
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of 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() static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
} }
// Functions // Functions
bool ImGui_ImplOpenGL2_Init() bool ImGui_ImplOpenGL2_Init()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
@ -96,19 +88,19 @@ bool ImGui_ImplOpenGL2_Init()
void ImGui_ImplOpenGL2_Shutdown() void ImGui_ImplOpenGL2_Shutdown()
{ {
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_DestroyDeviceObjects(); ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr; io.BackendRendererName = NULL;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = NULL;
IM_DELETE(bd); IM_DELETE(bd);
} }
void ImGui_ImplOpenGL2_NewFrame() void ImGui_ImplOpenGL2_NewFrame()
{ {
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects(); ImGui_ImplOpenGL2_CreateDeviceObjects();
@ -191,9 +183,9 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
@ -216,7 +208,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
continue; continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL) // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw // Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
@ -252,7 +244,6 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
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. 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.
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture; GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &bd->FontTexture); glGenTextures(1, &bd->FontTexture);
@ -292,11 +283,3 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
{ {
ImGui_ImplOpenGL2_DestroyFontsTexture(); ImGui_ImplOpenGL2_DestroyFontsTexture();
} }
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -6,11 +6,8 @@
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp** // **Prefer using the code in imgui_impl_opengl3.cpp**
@ -22,7 +19,6 @@
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
@ -34,5 +30,3 @@ IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -5,37 +5,15 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink.
// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-23: 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. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
@ -76,7 +54,7 @@
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
@ -110,28 +88,22 @@
#endif #endif
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
#include <stdio.h> #include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif #endif
// Clang/GCC warnings with -Weverything // Clang warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic push #pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used #if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wnonportable-system-include-path" #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif #endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif #endif
// GL includes // GL includes
@ -148,6 +120,9 @@
#include <GLES2/gl2ext.h> #include <GLES2/gl2ext.h>
#endif #endif
#elif defined(IMGUI_IMPL_OPENGL_ES3) #elif defined(IMGUI_IMPL_OPENGL_ES3)
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3 #include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else #else
@ -176,20 +151,9 @@
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif #endif
// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. // Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) #ifdef GL_POLYGON_MODE
#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) #define IMGUI_IMPL_HAS_POLYGON_MODE
#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode()
#endif
// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target.
#if !defined(IMGUI_IMPL_OPENGL_ES2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
#endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif #endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
@ -197,18 +161,19 @@
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif #endif
// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler() // Desktop GL 3.3+ has glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3)) #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif #endif
// [Debugging] // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
//#define IMGUI_IMPL_OPENGL_DEBUG #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#ifdef IMGUI_IMPL_OPENGL_DEBUG #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#include <stdio.h> #endif
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
#else // Desktop GL use extension detection
#define GL_CALL(_CALL) _CALL // Call without error check #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
#endif #endif
// OpenGL Data // OpenGL Data
@ -216,10 +181,6 @@ struct ImGui_ImplOpenGL3_Data
{ {
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) 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. char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
bool GlProfileIsES2;
bool GlProfileIsES3;
bool GlProfileIsCompat;
GLint GlProfileMask;
GLuint FontTexture; GLuint FontTexture;
GLuint ShaderHandle; GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location GLint AttribLocationTex; // Uniforms location
@ -231,47 +192,22 @@ struct ImGui_ImplOpenGL3_Data
GLsizeiptr VertexBufferSize; GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize; GLsizeiptr IndexBufferSize;
bool HasClipOrigin; bool HasClipOrigin;
bool UseBufferSubData;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of 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() static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
} }
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
{
GLint Enabled, Size, Type, Normalized, Stride;
GLvoid* Ptr;
void GetState(GLint index)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
}
void SetState(GLint index)
{
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
};
#endif
// Functions // Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version) bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Initialize our loader // Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
@ -288,12 +224,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendRendererName = "imgui_impl_opengl3"; io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2) // Query for GL version (e.g. 320 for GL 3.2)
#if defined(IMGUI_IMPL_OPENGL_ES2) #if !defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
#else
// Desktop or GLES 3
GLint major = 0; GLint major = 0;
GLint minor = 0; GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MAJOR_VERSION, &major);
@ -305,29 +236,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
sscanf(gl_version, "%d.%d", &major, &minor); sscanf(gl_version, "%d.%d", &major, &minor);
} }
bd->GlVersion = (GLuint)(major * 100 + minor * 10); bd->GlVersion = (GLuint)(major * 100 + minor * 10);
#if defined(GL_CONTEXT_PROFILE_MASK) #else
if (bd->GlVersion >= 320) bd->GlVersion = 200; // GLES 2
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#endif
bd->UseBufferSubData = false;
/*
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
*/
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
@ -336,8 +246,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#endif #endif
// Store GLSL version string so we can refer to it later in case we recreate shaders. // 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 nullptr if unsure. // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
if (glsl_version == nullptr) if (glsl_version == NULL)
{ {
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100"; glsl_version = "#version 100";
@ -360,13 +270,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
// Detect extensions we support // Detect extensions we support
bd->HasClipOrigin = (bd->GlVersion >= 450); bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
GLint num_extensions = 0; GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++) for (GLint i = 0; i < num_extensions; i++)
{ {
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true; bd->HasClipOrigin = true;
} }
#endif #endif
@ -377,20 +287,19 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
void ImGui_ImplOpenGL3_Shutdown() void ImGui_ImplOpenGL3_Shutdown()
{ {
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_DestroyDeviceObjects(); ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr; io.BackendRendererName = NULL;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = NULL;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd); IM_DELETE(bd);
} }
void ImGui_ImplOpenGL3_NewFrame() void ImGui_ImplOpenGL3_NewFrame()
{ {
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle) if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects(); ImGui_ImplOpenGL3_CreateDeviceObjects();
@ -412,7 +321,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
if (bd->GlVersion >= 310) if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART); glDisable(GL_PRIMITIVE_RESTART);
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif #endif
@ -429,7 +338,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Setup viewport, orthographic projection matrix // 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. // 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.
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
float L = draw_data->DisplayPos.x; float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y; float T = draw_data->DisplayPos.y;
@ -449,8 +358,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330 || bd->GlProfileIsES3) if (bd->GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif #endif
(void)vertex_array_object; (void)vertex_array_object;
@ -459,14 +368,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
#endif #endif
// Bind vertex/index buffers and setup attributes for ImDrawVert // Bind vertex/index buffers and setup attributes for ImDrawVert
GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); glEnableVertexAttribArray(bd->AttribLocationVtxPos);
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); glEnableVertexAttribArray(bd->AttribLocationVtxUV);
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); glEnableVertexAttribArray(bd->AttribLocationVtxColor);
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos))); glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv))); glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
} }
// OpenGL3 Render function. // OpenGL3 Render function.
@ -488,20 +397,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { 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 #endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif #endif
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif #endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
@ -526,7 +428,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. // 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; GLuint vertex_array_object = 0;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GL_CALL(glGenVertexArrays(1, &vertex_array_object)); glGenVertexArrays(1, &vertex_array_object);
#endif #endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
@ -540,40 +442,25 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers // Upload vertex/index buffers
// - OpenGL drivers are in a very sorry state nowadays.... GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
// of leaks on Intel GPU when using multi-viewports on Windows.
// - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
// - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
// We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
// - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData)
{
if (bd->VertexBufferSize < vtx_buffer_size) if (bd->VertexBufferSize < vtx_buffer_size)
{ {
bd->VertexBufferSize = vtx_buffer_size; bd->VertexBufferSize = vtx_buffer_size;
GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
} }
if (bd->IndexBufferSize < idx_buffer_size) if (bd->IndexBufferSize < idx_buffer_size)
{ {
bd->IndexBufferSize = idx_buffer_size; bd->IndexBufferSize = idx_buffer_size;
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
}
GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
}
else
{
GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
} }
glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != NULL)
{ {
// User callback, registered via ImDrawList::AddCallback() // 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.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@ -591,31 +478,30 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
continue; continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL) // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw // Bind texture, Draw
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320) if (bd->GlVersion >= 320)
GL_CALL(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)); 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 else
#endif #endif
GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
} }
} }
} }
// Destroy the temporary VAO // Destroy the temporary VAO
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); glDeleteVertexArrays(1, &vertex_array_object);
#endif #endif
// Restore modified GL state // Restore modified GL state
// This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220. glUseProgram(last_program);
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330 || bd->GlProfileIsES3) if (bd->GlVersion >= 330)
glBindSampler(0, last_sampler); glBindSampler(0, last_sampler);
#endif #endif
glActiveTexture(last_active_texture); glActiveTexture(last_active_texture);
@ -623,12 +509,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glBindVertexArray(last_vertex_array_object); glBindVertexArray(last_vertex_array_object);
#endif #endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
#endif
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
@ -640,19 +520,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (bd->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 #endif
#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
// Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons
if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)
{
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);
glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
} #endif
#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); 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]); 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 (void)bd; // Not all compilation paths use this
@ -669,23 +539,22 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
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. 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.
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture; GLint last_texture;
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GL_CALL(glGenTextures(1, &bd->FontTexture)); glGenTextures(1, &bd->FontTexture);
GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif #endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier // Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state // Restore state
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); glBindTexture(GL_TEXTURE_2D, last_texture);
return true; return true;
} }
@ -715,7 +584,7 @@ static bool CheckShader(GLuint handle, const char* desc)
{ {
ImVector<char> buf; ImVector<char> buf;
buf.resize((int)(log_length + 1)); buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin()); fprintf(stderr, "%s\n", buf.begin());
} }
return (GLboolean)status == GL_TRUE; return (GLboolean)status == GL_TRUE;
@ -734,7 +603,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
{ {
ImVector<char> buf; ImVector<char> buf;
buf.resize((int)(log_length + 1)); buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin()); fprintf(stderr, "%s\n", buf.begin());
} }
return (GLboolean)status == GL_TRUE; return (GLboolean)status == GL_TRUE;
@ -748,10 +617,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
GLint last_texture, last_array_buffer; GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
GLint last_pixel_unpack_buffer;
if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); }
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array; GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
@ -862,8 +727,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n"; "}\n";
// Select shaders matching our GLSL versions // Select shaders matching our GLSL versions
const GLchar* vertex_shader = nullptr; const GLchar* vertex_shader = NULL;
const GLchar* fragment_shader = nullptr; const GLchar* fragment_shader = NULL;
if (glsl_version < 130) if (glsl_version < 130)
{ {
vertex_shader = vertex_shader_glsl_120; vertex_shader = vertex_shader_glsl_120;
@ -888,13 +753,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Create shaders // Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
glCompileShader(vert_handle); glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader"); CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
glCompileShader(frag_handle); glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader"); CheckShader(frag_handle, "fragment shader");
@ -925,9 +790,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Restore modified GL state // Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK
if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); }
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
#endif #endif
@ -944,13 +806,6 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
ImGui_ImplOpenGL3_DestroyFontsTexture(); ImGui_ImplOpenGL3_DestroyFontsTexture();
} }
//-----------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic pop #pragma clang diagnostic pop
#endif #endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -5,32 +5,23 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About GLSL version: // About GLSL version:
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. // 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" // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Backend API // Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
@ -55,12 +46,10 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#endif #endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) #elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else #else
// Otherwise imgui_impl_opengl3_loader.h will be used. // Otherwise imgui_impl_opengl3_loader.h will be used.
#endif #endif
#endif #endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -9,14 +9,6 @@
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. // YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. // THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
// //
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
//
// Regenerate with: // Regenerate with:
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
// //
@ -154,8 +146,6 @@ typedef khronos_uint8_t GLubyte;
#define GL_ONE 1 #define GL_ONE 1
#define GL_SRC_ALPHA 0x0302 #define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408 #define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40 #define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44 #define GL_CULL_FACE 0x0B44
@ -174,8 +164,6 @@ typedef khronos_uint8_t GLubyte;
#define GL_FLOAT 0x1406 #define GL_FLOAT 0x1406
#define GL_RGBA 0x1908 #define GL_RGBA 0x1908
#define GL_FILL 0x1B02 #define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02 #define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03 #define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601 #define GL_LINEAR 0x2601
@ -189,7 +177,6 @@ typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); 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 PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
@ -206,7 +193,6 @@ GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap); GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap); GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glFlush (void);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); 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 glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI GLenum APIENTRY glGetError (void); GLAPI GLenum APIENTRY glGetError (void);
@ -258,10 +244,7 @@ typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892 #define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0 #define GL_STREAM_DRAW 0x88E0
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
@ -281,13 +264,7 @@ typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte; typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort; typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009 #define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_FRAGMENT_SHADER 0x8B30 #define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31 #define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81 #define GL_COMPILE_STATUS 0x8B81
@ -303,7 +280,6 @@ typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
@ -311,9 +287,6 @@ typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei buf
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
@ -329,7 +302,6 @@ GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program); GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader); GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
@ -337,9 +309,6 @@ GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsize
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
GLAPI void APIENTRY glLinkProgram (GLuint program); GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program); GLAPI void APIENTRY glUseProgram (GLuint program);
@ -377,8 +346,6 @@ GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
typedef struct __GLsync *GLsync; typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64; typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64; typedef khronos_int64_t GLint64;
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_PROFILE_MASK 0x9126
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); 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); typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES #ifdef GL_GLEXT_PROTOTYPES
@ -469,8 +436,8 @@ GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */ /* gl3w internal state */
union ImGL3WProcs { union GL3WProcs {
GL3WglProc ptr[59]; GL3WglProc ptr[54];
struct { struct {
PFNGLACTIVETEXTUREPROC ActiveTexture; PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader; PFNGLATTACHSHADERPROC AttachShader;
@ -495,12 +462,10 @@ union ImGL3WProcs {
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader; PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable; PFNGLDISABLEPROC Disable;
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
PFNGLDRAWELEMENTSPROC DrawElements; PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable; PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers; PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures; PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays; PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
@ -514,10 +479,7 @@ union ImGL3WProcs {
PFNGLGETSTRINGPROC GetString; PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi; PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
PFNGLISENABLEDPROC IsEnabled; PFNGLISENABLEDPROC IsEnabled;
PFNGLISPROGRAMPROC IsProgram;
PFNGLLINKPROGRAMPROC LinkProgram; PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei; PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode; PFNGLPOLYGONMODEPROC PolygonMode;
@ -534,7 +496,7 @@ union ImGL3WProcs {
} gl; } gl;
}; };
GL3W_API extern union ImGL3WProcs imgl3wProcs; GL3W_API extern union GL3WProcs imgl3wProcs;
/* OpenGL functions */ /* OpenGL functions */
#define glActiveTexture imgl3wProcs.gl.ActiveTexture #define glActiveTexture imgl3wProcs.gl.ActiveTexture
@ -560,12 +522,10 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays #define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
#define glDetachShader imgl3wProcs.gl.DetachShader #define glDetachShader imgl3wProcs.gl.DetachShader
#define glDisable imgl3wProcs.gl.Disable #define glDisable imgl3wProcs.gl.Disable
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
#define glDrawElements imgl3wProcs.gl.DrawElements #define glDrawElements imgl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex #define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
#define glEnable imgl3wProcs.gl.Enable #define glEnable imgl3wProcs.gl.Enable
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray #define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers #define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenTextures imgl3wProcs.gl.GenTextures #define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays #define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
@ -579,10 +539,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
#define glGetString imgl3wProcs.gl.GetString #define glGetString imgl3wProcs.gl.GetString
#define glGetStringi imgl3wProcs.gl.GetStringi #define glGetStringi imgl3wProcs.gl.GetStringi
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation #define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
#define glIsEnabled imgl3wProcs.gl.IsEnabled #define glIsEnabled imgl3wProcs.gl.IsEnabled
#define glIsProgram imgl3wProcs.gl.IsProgram
#define glLinkProgram imgl3wProcs.gl.LinkProgram #define glLinkProgram imgl3wProcs.gl.LinkProgram
#define glPixelStorei imgl3wProcs.gl.PixelStorei #define glPixelStorei imgl3wProcs.gl.PixelStorei
#define glPolygonMode imgl3wProcs.gl.PolygonMode #define glPolygonMode imgl3wProcs.gl.PolygonMode
@ -610,7 +567,7 @@ extern "C" {
#include <stdlib.h> #include <stdlib.h>
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) #define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32) #if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN #ifndef WIN32_LEAN_AND_MEAN
@ -668,12 +625,7 @@ static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
static int open_libgl(void) static int open_libgl(void)
{ {
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (!libgl) if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN; return GL3W_ERROR_LIBRARY_OPEN;
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
@ -700,13 +652,7 @@ static int parse_version(void)
return GL3W_ERROR_INIT; return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major); glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor); glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major == 0 && version.minor == 0) if (version.major < 3)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
}
if (version.major < 2)
return GL3W_ERROR_OPENGL_VERSION; return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK; return GL3W_OK;
} }
@ -730,7 +676,7 @@ int imgl3wInit2(GL3WGetProcAddressProc proc)
int imgl3wIsSupported(int major, int minor) int imgl3wIsSupported(int major, int minor)
{ {
if (major < 2) if (major < 3)
return 0; return 0;
if (version.major == major) if (version.major == major)
return version.minor >= minor; return version.minor >= minor;
@ -763,12 +709,10 @@ static const char *proc_names[] = {
"glDeleteVertexArrays", "glDeleteVertexArrays",
"glDetachShader", "glDetachShader",
"glDisable", "glDisable",
"glDisableVertexAttribArray",
"glDrawElements", "glDrawElements",
"glDrawElementsBaseVertex", "glDrawElementsBaseVertex",
"glEnable", "glEnable",
"glEnableVertexAttribArray", "glEnableVertexAttribArray",
"glFlush",
"glGenBuffers", "glGenBuffers",
"glGenTextures", "glGenTextures",
"glGenVertexArrays", "glGenVertexArrays",
@ -782,10 +726,7 @@ static const char *proc_names[] = {
"glGetString", "glGetString",
"glGetStringi", "glGetStringi",
"glGetUniformLocation", "glGetUniformLocation",
"glGetVertexAttribPointerv",
"glGetVertexAttribiv",
"glIsEnabled", "glIsEnabled",
"glIsProgram",
"glLinkProgram", "glLinkProgram",
"glPixelStorei", "glPixelStorei",
"glPolygonMode", "glPolygonMode",
@ -801,12 +742,12 @@ static const char *proc_names[] = {
"glViewport", "glViewport",
}; };
GL3W_API union ImGL3WProcs imgl3wProcs; GL3W_API union GL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc) static void load_procs(GL3WGetProcAddressProc proc)
{ {
size_t i; size_t i;
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) for (i = 0; i < ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = proc(proc_names[i]); imgl3wProcs.ptr[i] = proc(proc_names[i]);
} }

View File

@ -1,28 +1,20 @@
// dear imgui: Platform Backend for OSX / Cocoa // dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. // [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features: // Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). // [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support. // [X] Platform: IME support.
//
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#ifdef __OBJC__
@class NSEvent; @class NSEvent;
@class NSView; @class NSView;
@ -30,22 +22,4 @@
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent* _Nonnull event, NSView* _Nullable view);
#endif
//-----------------------------------------------------------------------------
// C++ API
//-----------------------------------------------------------------------------
#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
// #include <AppKit/AppKit.hpp>
#ifndef __OBJC__
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -1,11 +1,9 @@
// dear imgui: Platform Backend for OSX / Cocoa // dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. // [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features: // Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). // [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
@ -13,33 +11,20 @@
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#import "imgui.h" #import "imgui.h"
#ifndef IMGUI_DISABLE
#import "imgui_impl_osx.h" #import "imgui_impl_osx.h"
#import <Cocoa/Cocoa.h> #import <Cocoa/Cocoa.h>
#import <mach/mach_time.h>
#import <Carbon/Carbon.h> #import <Carbon/Carbon.h>
#import <GameController/GameController.h> #import <GameController/GameController.h>
#import <time.h>
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
// 2022-11-02: Fixed mouse coordinates before clicking the host window.
// 2022-10-06: Fixed mouse inputs on flipped views.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture.
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key
// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui. // 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui.
// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features. // 2022-01-31: Fix building with old Xcode versions that are missing gamepad features.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
@ -67,32 +52,17 @@
#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000) #define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000)
#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100) #define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100)
@class ImGuiObserver; @class ImFocusObserver;
@class KeyEventResponder; @class KeyEventResponder;
// Data // Data
struct ImGui_ImplOSX_Data static double g_HostClockPeriod = 0.0;
{ static double g_Time = 0.0;
CFTimeInterval Time; static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; static bool g_MouseCursorHidden = false;
bool MouseCursorHidden; static ImFocusObserver* g_FocusObserver = nil;
ImGuiObserver* Observer; static KeyEventResponder* g_KeyEventResponder = nil;
KeyEventResponder* KeyEventResponder; static NSTextInputContext* g_InputContext = nil;
NSTextInputContext* InputContext;
id Monitor;
ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
};
static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
// Forward Declarations
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
// Undocumented methods for creating cursors. // Undocumented methods for creating cursors.
@interface NSCursor() @interface NSCursor()
@ -102,6 +72,18 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
+ (id)_windowResizeEastWestCursor; + (id)_windowResizeEastWestCursor;
@end @end
static void InitHostClockPeriod()
{
struct mach_timebase_info info;
mach_timebase_info(&info);
g_HostClockPeriod = 1e-9 * ((double)info.denom / (double)info.numer); // Period is the reciprocal of frequency.
}
static double GetMachAbsoluteTimeInSeconds()
{
return (double)mach_absolute_time() * g_HostClockPeriod;
}
/** /**
KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager. KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager.
@ -230,14 +212,14 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@end @end
@interface ImGuiObserver : NSObject @interface ImFocusObserver : NSObject
- (void)onApplicationBecomeActive:(NSNotification*)aNotification; - (void)onApplicationBecomeActive:(NSNotification*)aNotification;
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; - (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
@end @end
@implementation ImGuiObserver @implementation ImFocusObserver
- (void)onApplicationBecomeActive:(NSNotification*)aNotification - (void)onApplicationBecomeActive:(NSNotification*)aNotification
{ {
@ -338,36 +320,36 @@ static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
case kVK_RightOption: return ImGuiKey_RightAlt; case kVK_RightOption: return ImGuiKey_RightAlt;
case kVK_RightCommand: return ImGuiKey_RightSuper; case kVK_RightCommand: return ImGuiKey_RightSuper;
// case kVK_Function: return ImGuiKey_; // case kVK_Function: return ImGuiKey_;
// case kVK_F17: return ImGuiKey_;
// case kVK_VolumeUp: return ImGuiKey_; // case kVK_VolumeUp: return ImGuiKey_;
// case kVK_VolumeDown: return ImGuiKey_; // case kVK_VolumeDown: return ImGuiKey_;
// case kVK_Mute: return ImGuiKey_; // case kVK_Mute: return ImGuiKey_;
case kVK_F1: return ImGuiKey_F1; // case kVK_F18: return ImGuiKey_;
case kVK_F2: return ImGuiKey_F2; // case kVK_F19: return ImGuiKey_;
case kVK_F3: return ImGuiKey_F3; // case kVK_F20: return ImGuiKey_;
case kVK_F4: return ImGuiKey_F4;
case kVK_F5: return ImGuiKey_F5; case kVK_F5: return ImGuiKey_F5;
case kVK_F6: return ImGuiKey_F6; case kVK_F6: return ImGuiKey_F6;
case kVK_F7: return ImGuiKey_F7; case kVK_F7: return ImGuiKey_F7;
case kVK_F3: return ImGuiKey_F3;
case kVK_F8: return ImGuiKey_F8; case kVK_F8: return ImGuiKey_F8;
case kVK_F9: return ImGuiKey_F9; case kVK_F9: return ImGuiKey_F9;
case kVK_F10: return ImGuiKey_F10;
case kVK_F11: return ImGuiKey_F11; case kVK_F11: return ImGuiKey_F11;
case kVK_F12: return ImGuiKey_F12; case kVK_F13: return ImGuiKey_PrintScreen;
case kVK_F13: return ImGuiKey_F13; // case kVK_F16: return ImGuiKey_;
case kVK_F14: return ImGuiKey_F14; // case kVK_F14: return ImGuiKey_;
case kVK_F15: return ImGuiKey_F15; case kVK_F10: return ImGuiKey_F10;
case kVK_F16: return ImGuiKey_F16;
case kVK_F17: return ImGuiKey_F17;
case kVK_F18: return ImGuiKey_F18;
case kVK_F19: return ImGuiKey_F19;
case kVK_F20: return ImGuiKey_F20;
case 0x6E: return ImGuiKey_Menu; case 0x6E: return ImGuiKey_Menu;
case kVK_F12: return ImGuiKey_F12;
// case kVK_F15: return ImGuiKey_;
case kVK_Help: return ImGuiKey_Insert; case kVK_Help: return ImGuiKey_Insert;
case kVK_Home: return ImGuiKey_Home; case kVK_Home: return ImGuiKey_Home;
case kVK_PageUp: return ImGuiKey_PageUp; case kVK_PageUp: return ImGuiKey_PageUp;
case kVK_ForwardDelete: return ImGuiKey_Delete; case kVK_ForwardDelete: return ImGuiKey_Delete;
case kVK_F4: return ImGuiKey_F4;
case kVK_End: return ImGuiKey_End; case kVK_End: return ImGuiKey_End;
case kVK_F2: return ImGuiKey_F2;
case kVK_PageDown: return ImGuiKey_PageDown; case kVK_PageDown: return ImGuiKey_PageDown;
case kVK_F1: return ImGuiKey_F1;
case kVK_LeftArrow: return ImGuiKey_LeftArrow; case kVK_LeftArrow: return ImGuiKey_LeftArrow;
case kVK_RightArrow: return ImGuiKey_RightArrow; case kVK_RightArrow: return ImGuiKey_RightArrow;
case kVK_DownArrow: return ImGuiKey_DownArrow; case kVK_DownArrow: return ImGuiKey_DownArrow;
@ -376,43 +358,29 @@ static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
} }
} }
#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) {
return ImGui_ImplOSX_Init((__bridge NSView*)(view));
}
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view));
}
#endif
bool ImGui_ImplOSX_Init(NSView* view) bool ImGui_ImplOSX_Init(NSView* view)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData();
io.BackendPlatformUserData = (void*)bd;
// Setup backend capabilities flags // Setup backend capabilities flags
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
io.BackendPlatformName = "imgui_impl_osx"; io.BackendPlatformName = "imgui_impl_osx";
bd->Observer = [ImGuiObserver new];
// Load cursors. Some of them are undocumented. // Load cursors. Some of them are undocumented.
bd->MouseCursorHidden = false; g_MouseCursorHidden = false;
bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
@ -429,11 +397,11 @@ bool ImGui_ImplOSX_Init(NSView* view)
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
if (![available isEqualToString:NSPasteboardTypeString]) if (![available isEqualToString:NSPasteboardTypeString])
return nullptr; return NULL;
NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
if (string == nil) if (string == nil)
return nullptr; return NULL;
const char* string_c = (const char*)[string UTF8String]; const char* string_c = (const char*)[string UTF8String];
size_t string_len = strlen(string_c); size_t string_len = strlen(string_c);
@ -443,36 +411,44 @@ bool ImGui_ImplOSX_Init(NSView* view)
return s_clipboard.Data; return s_clipboard.Data;
}; };
[[NSNotificationCenter defaultCenter] addObserver:bd->Observer g_FocusObserver = [[ImFocusObserver alloc] init];
[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
selector:@selector(onApplicationBecomeActive:) selector:@selector(onApplicationBecomeActive:)
name:NSApplicationDidBecomeActiveNotification name:NSApplicationDidBecomeActiveNotification
object:nil]; object:nil];
[[NSNotificationCenter defaultCenter] addObserver:bd->Observer [[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
selector:@selector(onApplicationBecomeInactive:) selector:@selector(onApplicationBecomeInactive:)
name:NSApplicationDidResignActiveNotification name:NSApplicationDidResignActiveNotification
object:nil]; object:nil];
// Add the NSTextInputClient to the view hierarchy, // Add the NSTextInputClient to the view hierarchy,
// to receive keyboard events and translate them to input text. // to receive keyboard events and translate them to input text.
bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect]; g_KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect];
bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder]; g_InputContext = [[NSTextInputContext alloc] initWithClient:g_KeyEventResponder];
[view addSubview:bd->KeyEventResponder]; [view addSubview:g_KeyEventResponder];
ImGui_ImplOSX_AddTrackingArea(view);
// 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 = NSEventMaskFlagsChanged;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
{
ImGui_ImplOSX_HandleEvent(event, g_KeyEventResponder);
return event;
}];
io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
{ {
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
if (data->WantVisible) if (data->WantVisible)
{ {
[bd->InputContext activate]; [g_InputContext activate];
} }
else else
{ {
[bd->InputContext discardMarkedText]; [g_InputContext discardMarkedText];
[bd->InputContext invalidateCharacterCoordinates]; [g_InputContext invalidateCharacterCoordinates];
[bd->InputContext deactivate]; [g_InputContext deactivate];
} }
[bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight]; [g_KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight];
}; };
return true; return true;
@ -480,27 +456,11 @@ bool ImGui_ImplOSX_Init(NSView* view)
void ImGui_ImplOSX_Shutdown() void ImGui_ImplOSX_Shutdown()
{ {
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); g_FocusObserver = NULL;
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
bd->Observer = nullptr;
if (bd->Monitor != nullptr)
{
[NSEvent removeMonitor:bd->Monitor];
bd->Monitor = nullptr;
}
ImGui_ImplOSX_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
} }
static void ImGui_ImplOSX_UpdateMouseCursor() static void ImGui_ImplOSX_UpdateMouseCursor()
{ {
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return; return;
@ -509,23 +469,23 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{ {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
if (!bd->MouseCursorHidden) if (!g_MouseCursorHidden)
{ {
bd->MouseCursorHidden = true; g_MouseCursorHidden = true;
[NSCursor hide]; [NSCursor hide];
} }
} }
else else
{ {
NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow]; NSCursor* desired = g_MouseCursors[imgui_cursor] ?: g_MouseCursors[ImGuiMouseCursor_Arrow];
// -[NSCursor set] generates measureable overhead if called unconditionally. // -[NSCursor set] generates measureable overhead if called unconditionally.
if (desired != NSCursor.currentCursor) if (desired != NSCursor.currentCursor)
{ {
[desired set]; [desired set];
} }
if (bd->MouseCursorHidden) if (g_MouseCursorHidden)
{ {
bd->MouseCursorHidden = false; g_MouseCursorHidden = false;
[NSCursor unhide]; [NSCursor unhide];
} }
} }
@ -534,7 +494,8 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
static void ImGui_ImplOSX_UpdateGamepads() static void ImGui_ImplOSX_UpdateGamepads()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return; return;
#if APPLE_HAS_CONTROLLER #if APPLE_HAS_CONTROLLER
@ -559,10 +520,10 @@ static void ImGui_ImplOSX_UpdateGamepads()
#if APPLE_HAS_BUTTON_OPTIONS #if APPLE_HAS_BUTTON_OPTIONS
MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions); MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
#endif #endif
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left); MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right); MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up); MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
@ -591,18 +552,15 @@ static void ImGui_ImplOSX_UpdateGamepads()
static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view) static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
{ {
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (io.WantTextInput) if (io.WantTextInput)
[bd->KeyEventResponder updateImePosWithView:view]; [g_KeyEventResponder updateImePosWithView:view];
} }
void ImGui_ImplOSX_NewFrame(NSView* view) void ImGui_ImplOSX_NewFrame(NSView* view)
{ {
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// Setup display size // Setup display size
ImGuiIO& io = ImGui::GetIO();
if (view) if (view)
{ {
const float dpi = (float)[view.window backingScaleFactor]; const float dpi = (float)[view.window backingScaleFactor];
@ -611,39 +569,21 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
} }
// Setup time step // Setup time step
if (bd->Time == 0.0) if (g_Time == 0.0)
bd->Time = GetMachAbsoluteTimeInSeconds(); {
InitHostClockPeriod();
g_Time = GetMachAbsoluteTimeInSeconds();
}
double current_time = GetMachAbsoluteTimeInSeconds(); double current_time = GetMachAbsoluteTimeInSeconds();
io.DeltaTime = (float)(current_time - bd->Time); io.DeltaTime = (float)(current_time - g_Time);
bd->Time = current_time; g_Time = current_time;
ImGui_ImplOSX_UpdateMouseCursor(); ImGui_ImplOSX_UpdateMouseCursor();
ImGui_ImplOSX_UpdateGamepads(); ImGui_ImplOSX_UpdateGamepads();
ImGui_ImplOSX_UpdateImePosWithView(view); ImGui_ImplOSX_UpdateImePosWithView(view);
} }
// Must only be called for a mouse event, otherwise an exception occurs bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!)
static ImGuiMouseSource GetMouseSource(NSEvent* event)
{
switch (event.subtype)
{
case NSEventSubtypeTabletPoint:
return ImGuiMouseSource_Pen;
// macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input.
// This doesn't really make sense for Dear ImGui, which expects absolute touch devices only.
// There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice.
// See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24
//case NSEventSubtypeTouch:
// return ImGuiMouseSource_TouchScreen;
case NSEventSubtypeMouseEvent:
default:
return ImGuiMouseSource_Mouse;
}
}
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -651,10 +591,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{ {
int button = (int)[event buttonNumber]; int button = (int)[event buttonNumber];
if (button >= 0 && button < ImGuiMouseButton_COUNT) if (button >= 0 && button < ImGuiMouseButton_COUNT)
{
io.AddMouseSourceEvent(GetMouseSource(event));
io.AddMouseButtonEvent(button, true); io.AddMouseButtonEvent(button, true);
}
return io.WantCaptureMouse; return io.WantCaptureMouse;
} }
@ -662,26 +599,16 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{ {
int button = (int)[event buttonNumber]; int button = (int)[event buttonNumber];
if (button >= 0 && button < ImGuiMouseButton_COUNT) if (button >= 0 && button < ImGuiMouseButton_COUNT)
{
io.AddMouseSourceEvent(GetMouseSource(event));
io.AddMouseButtonEvent(button, false); io.AddMouseButtonEvent(button, false);
}
return io.WantCaptureMouse; return io.WantCaptureMouse;
} }
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
{ {
NSPoint mousePoint = event.locationInWindow; NSPoint mousePoint = event.locationInWindow;
if (event.window == nil)
mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = [view convertPoint:mousePoint fromView:nil]; mousePoint = [view convertPoint:mousePoint fromView:nil];
if ([view isFlipped])
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
else
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
io.AddMouseSourceEvent(GetMouseSource(event));
io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
return io.WantCaptureMouse;
} }
if (event.type == NSEventTypeScrollWheel) if (event.type == NSEventTypeScrollWheel)
@ -711,18 +638,18 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
wheel_dy = [event scrollingDeltaY]; wheel_dy = [event scrollingDeltaY];
if ([event hasPreciseScrollingDeltas]) if ([event hasPreciseScrollingDeltas])
{ {
wheel_dx *= 0.01; wheel_dx *= 0.1;
wheel_dy *= 0.01; wheel_dy *= 0.1;
} }
} }
else else
#endif // MAC_OS_X_VERSION_MAX_ALLOWED #endif // MAC_OS_X_VERSION_MAX_ALLOWED
{ {
wheel_dx = [event deltaX] * 0.1; wheel_dx = [event deltaX];
wheel_dy = [event deltaY] * 0.1; wheel_dy = [event deltaY];
} }
if (wheel_dx != 0.0 || wheel_dy != 0.0) if (wheel_dx != 0.0 || wheel_dx != 0.0)
io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy); io.AddMouseWheelEvent((float)wheel_dx * 0.1f, (float)wheel_dy * 0.1f);
return io.WantCaptureMouse; return io.WantCaptureMouse;
} }
@ -745,10 +672,10 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
unsigned short key_code = [event keyCode]; unsigned short key_code = [event keyCode];
NSEventModifierFlags modifier_flags = [event modifierFlags]; NSEventModifierFlags modifier_flags = [event modifierFlags];
io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (modifier_flags & NSEventModifierFlagShift) != 0);
io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0); io.AddKeyEvent(ImGuiKey_ModCtrl, (modifier_flags & NSEventModifierFlagControl) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (modifier_flags & NSEventModifierFlagOption) != 0);
io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0); io.AddKeyEvent(ImGuiKey_ModSuper, (modifier_flags & NSEventModifierFlagCommand) != 0);
ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
if (key != ImGuiKey_None) if (key != ImGuiKey_None)
@ -781,31 +708,3 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
return false; return false;
} }
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
{
// If we want to receive key events, we either need to be in the responder chain of the key view,
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
// 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.
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
if (bd->Monitor)
return;
NSEventMask eventMask = 0;
eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel;
eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged;
eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged;
eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged;
eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask
handler:^NSEvent* _Nullable(NSEvent* event)
{
ImGui_ImplOSX_HandleEvent(event, view);
return event;
}];
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -5,38 +5,19 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // 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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. // 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
@ -78,14 +59,7 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE #include "imgui_impl_sdl.h"
#include "imgui_impl_sdl2.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL // SDL
#include <SDL.h> #include <SDL.h>
@ -94,11 +68,12 @@
#include <TargetConditionals.h> #include <TargetConditionals.h>
#endif #endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else #else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif #endif
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// SDL Data // SDL Data
@ -107,22 +82,12 @@ struct ImGui_ImplSDL2_Data
SDL_Window* Window; SDL_Window* Window;
SDL_Renderer* Renderer; SDL_Renderer* Renderer;
Uint64 Time; Uint64 Time;
char* ClipboardTextData;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown; int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor; char* ClipboardTextData;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState; bool MouseCanUseGlobalState;
// Gamepad handling ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
ImVector<SDL_GameController*> Gamepads;
ImGui_ImplSDL2_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
@ -131,7 +96,7 @@ struct ImGui_ImplSDL2_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
} }
// Functions // Functions
@ -149,20 +114,6 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
}
}
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{ {
switch (keycode) switch (keycode)
@ -272,20 +223,6 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
case SDLK_F10: return ImGuiKey_F10; case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11; case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12; case SDLK_F12: return ImGuiKey_F12;
case SDLK_F13: return ImGuiKey_F13;
case SDLK_F14: return ImGuiKey_F14;
case SDLK_F15: return ImGuiKey_F15;
case SDLK_F16: return ImGuiKey_F16;
case SDLK_F17: return ImGuiKey_F17;
case SDLK_F18: return ImGuiKey_F18;
case SDLK_F19: return ImGuiKey_F19;
case SDLK_F20: return ImGuiKey_F20;
case SDLK_F21: return ImGuiKey_F21;
case SDLK_F22: return ImGuiKey_F22;
case SDLK_F23: return ImGuiKey_F23;
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
} }
return ImGuiKey_None; return ImGuiKey_None;
} }
@ -293,15 +230,15 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);
} }
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. // If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
@ -313,25 +250,13 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{ {
case SDL_MOUSEMOTION: case SDL_MOUSEMOTION:
{ {
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true; return true;
} }
case SDL_MOUSEWHEEL: case SDL_MOUSEWHEEL:
{ {
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
float wheel_x = -event->wheel.preciseX;
float wheel_y = event->wheel.preciseY;
#else
float wheel_x = -(float)event->wheel.x;
float wheel_y = (float)event->wheel.y;
#endif
#ifdef __EMSCRIPTEN__
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y); io.AddMouseWheelEvent(wheel_x, wheel_y);
return true; return true;
} }
@ -342,11 +267,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1) if (mouse_button == -1)
break; break;
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true; return true;
@ -367,31 +289,14 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
} }
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
{ {
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. if (event->window.event == SDL_WINDOWEVENT_LEAVE)
// - However we won't get a correct LEAVE event for a captured window. io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
{
bd->MouseWindowID = event->window.windowID;
bd->MouseLastLeaveFrame = 0;
}
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true); io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false); io.AddFocusEvent(false);
return true; return true;
} }
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
} }
return false; return false;
} }
@ -399,7 +304,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); 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 // 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) // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
@ -415,7 +320,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd; io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl2"; io.BackendPlatformName = "imgui_impl_sdl";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
@ -425,12 +330,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = nullptr; io.ClipboardUserData = NULL;
io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors // Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
@ -444,48 +344,31 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport // Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport #ifdef _WIN32
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info; SDL_SysWMinfo info;
SDL_VERSION(&info.version); SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info)) if (SDL_GetWindowWMInfo(window, &info))
{ ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
#if defined(SDL_VIDEO_DRIVER_WINDOWS) #else
main_viewport->PlatformHandleRaw = (void*)info.info.win.window; (void)window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif #endif
}
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. // (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: // 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) // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH #if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif #endif
// From 2.0.18: Enable native IME.
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
return true; return true;
} }
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{ {
IM_UNUSED(sdl_gl_context); // Viewport branch will need this. IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL2_Init(window, nullptr); return ImGui_ImplSDL2_Init(window, NULL);
} }
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@ -493,7 +376,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN #if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported"); IM_ASSERT(0 && "Unsupported");
#endif #endif
return ImGui_ImplSDL2_Init(window, nullptr); return ImGui_ImplSDL2_Init(window, NULL);
} }
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@ -501,12 +384,12 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
#if !defined(_WIN32) #if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported"); IM_ASSERT(0 && "Unsupported");
#endif #endif
return ImGui_ImplSDL2_Init(window, nullptr); return ImGui_ImplSDL2_Init(window, NULL);
} }
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{ {
return ImGui_ImplSDL2_Init(window, nullptr); return ImGui_ImplSDL2_Init(window, NULL);
} }
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
@ -514,28 +397,19 @@ bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
return ImGui_ImplSDL2_Init(window, renderer); return ImGui_ImplSDL2_Init(window, renderer);
} }
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr);
}
static void ImGui_ImplSDL2_CloseGamepads();
void ImGui_ImplSDL2_Shutdown() void ImGui_ImplSDL2_Shutdown()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]); SDL_FreeCursor(bd->MouseCursors[cursor_n]);
ImGui_ImplSDL2_CloseGamepads();
io.BackendPlatformName = nullptr; io.BackendPlatformName = NULL;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = NULL;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd); IM_DELETE(bd);
} }
@ -547,7 +421,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus(); SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window); const bool is_app_focused = (bd->Window == focused_window);
#else #else
@ -586,125 +460,61 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
else else
{ {
// Show OS mouse cursor // Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
if (bd->MouseLastCursor != expected_cursor)
{
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor(SDL_TRUE); SDL_ShowCursor(SDL_TRUE);
} }
} }
static void ImGui_ImplSDL2_CloseGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
for (SDL_GameController* gamepad : bd->Gamepads)
SDL_GameControllerClose(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_CloseGamepads();
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
{
bool merged_value = false;
for (SDL_GameController* gamepad : bd->Gamepads)
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_GameController* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL2_UpdateGamepads() static void ImGui_ImplSDL2_UpdateGamepads()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Update list of controller(s) to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
{
ImGui_ImplSDL2_CloseGamepads();
int joystick_count = SDL_NumJoysticks();
for (int n = 0; n < joystick_count; n++)
if (SDL_IsGameController(n))
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return; return;
// Get gamepad
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0) SDL_GameController* game_controller = SDL_GameControllerOpen(0);
if (!game_controller)
return; return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs // Update gamepad inputs
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
} }
void ImGui_ImplSDL2_NewFrame() void ImGui_ImplSDL2_NewFrame()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
@ -713,7 +523,7 @@ void ImGui_ImplSDL2_NewFrame()
SDL_GetWindowSize(bd->Window, &w, &h); SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0; w = h = 0;
if (bd->Renderer != nullptr) if (bd->Renderer != NULL)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
@ -722,32 +532,14 @@ void ImGui_ImplSDL2_NewFrame()
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency(); static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter(); Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->MouseLastLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
ImGui_ImplSDL2_UpdateMouseData(); ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor(); ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available) // Update game controllers (if enabled and available)
ImGui_ImplSDL2_UpdateGamepads(); ImGui_ImplSDL2_UpdateGamepads();
} }
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -4,27 +4,22 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // 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 use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window; struct SDL_Window;
struct SDL_Renderer; struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event; typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
@ -32,14 +27,10 @@ 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_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// When using manual mode, caller is responsible for opening/closing gamepad. static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; #endif
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE

View File

@ -1,697 +0,0 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
// 2023-11-13: Updated for recent SDL3 API changes.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl3.h"
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include <SDL3/SDL.h>
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
// SDL Data
struct ImGui_ImplSDL3_Data
{
SDL_Window* Window;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
// Gamepad handling
ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)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_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(void*)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
}
}
static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
{
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
case SDLK_F13: return ImGuiKey_F13;
case SDLK_F14: return ImGuiKey_F14;
case SDLK_F15: return ImGuiKey_F15;
case SDLK_F16: return ImGuiKey_F16;
case SDLK_F17: return ImGuiKey_F17;
case SDLK_F18: return ImGuiKey_F18;
case SDLK_F19: return ImGuiKey_F19;
case SDLK_F20: return ImGuiKey_F20;
case SDLK_F21: return ImGuiKey_F21;
case SDLK_F22: return ImGuiKey_F22;
case SDLK_F23: return ImGuiKey_F23;
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
switch (event->type)
{
case SDL_EVENT_MOUSE_MOTION:
{
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case SDL_EVENT_MOUSE_WHEEL:
{
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x;
float wheel_y = event->wheel.y;
#ifdef __EMSCRIPTEN__
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_EVENT_TEXT_INPUT:
{
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0;
return true;
}
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
// FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
}
case SDL_EVENT_WINDOW_FOCUS_GAINED:
io.AddFocusEvent(true);
return true;
case SDL_EVENT_WINDOW_FOCUS_LOST:
io.AddFocusEvent(false);
return true;
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
}
return false;
}
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
{
IM_UNUSED(window);
viewport->PlatformHandleRaw = nullptr;
#if defined(__WIN32__) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", nullptr);
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", nullptr);
#endif
}
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch
// 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
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl3";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
io.ClipboardUserData = nullptr;
io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData;
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// Load mouse cursors
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);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (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_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
return true;
}
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
static void ImGui_ImplSDL3_CloseGamepads();
void ImGui_ImplSDL3_Shutdown()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
ImGui_ImplSDL3_CloseGamepads();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}
static void ImGui_ImplSDL3_UpdateMouseData()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
// 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)
float mouse_x_global, mouse_y_global;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
}
}
}
static void ImGui_ImplSDL3_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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
SDL_HideCursor();
}
else
{
// Show OS mouse cursor
SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->MouseLastCursor != expected_cursor)
{
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor();
}
}
static void ImGui_ImplSDL3_CloseGamepads()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
for (SDL_Gamepad* gamepad : bd->Gamepads)
SDL_CloseGamepad(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_CloseGamepads();
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
{
bool merged_value = false;
for (SDL_Gamepad* gamepad : bd->Gamepads)
merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_Gamepad* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL3_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
// Update list of gamepads to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
{
ImGui_ImplSDL3_CloseGamepads();
int sdl_gamepads_count = 0;
SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
for (int n = 0; n < sdl_gamepads_count; n++)
if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
void ImGui_ImplSDL3_NewFrame()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GetWindowSizeInPixels(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 (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->MousePendingLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
ImGui_ImplSDL3_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL3_UpdateGamepads();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -1,47 +0,0 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
struct SDL_Gamepad;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE

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@ -1,41 +1,34 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2 // dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+) // (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2. // Important to understand: SDL_Renderer is an _optional_ component of SDL.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI, // If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and // please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
// it might be difficult to step out of those boundaries. // be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Missing features:
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version. // 2021-09-21: Initial version.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE #include "imgui_impl_sdlrenderer.h"
#include "imgui_impl_sdlrenderer2.h" #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif #endif
// SDL // SDL
@ -45,31 +38,31 @@
#endif #endif
// SDL_Renderer data // SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data struct ImGui_ImplSDLRenderer_Data
{ {
SDL_Renderer* SDLRenderer; SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture; SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of 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_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
} }
// Functions // Functions
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2"; io.BackendRendererName = "imgui_impl_sdlrenderer";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->SDLRenderer = renderer;
@ -77,42 +70,41 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
return true; return true;
} }
void ImGui_ImplSDLRenderer2_Shutdown() void ImGui_ImplSDLRenderer_Shutdown()
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); ImGui_ImplSDLRenderer_DestroyDeviceObjects();
io.BackendRendererName = nullptr; io.BackendRendererName = NULL;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = NULL;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDLRenderer2_SetupRenderState() static void ImGui_ImplSDLRenderer_SetupRenderState()
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// Clear out any viewports and cliprect set by the user // Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, nullptr); SDL_RenderSetViewport(bd->SDLRenderer, NULL);
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
} }
void ImGui_ImplSDLRenderer2_NewFrame() void ImGui_ImplSDLRenderer_NewFrame()
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
if (!bd->FontTexture) if (!bd->FontTexture)
ImGui_ImplSDLRenderer2_CreateDeviceObjects(); ImGui_ImplSDLRenderer_CreateDeviceObjects();
} }
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// If there's a scale factor set by the user, use that instead // If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
@ -147,7 +139,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState(); ImGui_ImplSDLRenderer_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -162,7 +154,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// User callback, registered via ImDrawList::AddCallback() // 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.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(); ImGui_ImplSDLRenderer_SetupRenderState();
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
} }
@ -173,20 +165,20 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(bd->SDLRenderer, &r); SDL_RenderSetClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19) #if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
#else #else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif #endif
// Bind texture, Draw // Bind texture, Draw
@ -203,14 +195,14 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// Restore modified SDL_Renderer state // Restore modified SDL_Renderer state
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL);
} }
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer2_CreateFontsTexture() bool ImGui_ImplSDLRenderer_CreateFontsTexture()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// Build texture atlas // Build texture atlas
unsigned char* pixels; unsigned char* pixels;
@ -218,16 +210,14 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
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. 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.
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr) if (bd->FontTexture == NULL)
{ {
SDL_Log("error creating texture"); SDL_Log("error creating texture");
return false; return false;
} }
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
// Store our identifier // Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
@ -235,32 +225,24 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
return true; return true;
} }
void ImGui_ImplSDLRenderer2_DestroyFontsTexture() void ImGui_ImplSDLRenderer_DestroyFontsTexture()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
if (bd->FontTexture) if (bd->FontTexture)
{ {
io.Fonts->SetTexID(0); io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture); SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = nullptr; bd->FontTexture = NULL;
} }
} }
bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
{ {
return ImGui_ImplSDLRenderer2_CreateFontsTexture(); return ImGui_ImplSDLRenderer_CreateFontsTexture();
} }
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
{ {
ImGui_ImplSDLRenderer2_DestroyFontsTexture(); ImGui_ImplSDLRenderer_DestroyFontsTexture();
} }
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -0,0 +1,29 @@
// dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();

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@ -1,39 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -1,260 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer3.h"
#include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// SDL
#include <SDL3/SDL.h>
#if !SDL_VERSION_ATLEAST(3,0,0)
#error This backend requires SDL 3.0.0+
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer3_Data() { memset((void*)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_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer3_Shutdown()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ViewportEnabled;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// 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_ImplSDLRenderer3_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_SetRenderClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_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.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = nullptr;
}
}
bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer3_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer3_DestroyFontsTexture();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -1,39 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (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.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -2,22 +2,19 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// See imgui_impl_vulkan.cpp file for details. // See imgui_impl_vulkan.cpp file for details.
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// - Introduction, links and more at the top of imgui.cpp // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
@ -27,7 +24,6 @@
// Read comments in imgui_impl_vulkan.h. // Read comments in imgui_impl_vulkan.h.
#pragma once #pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
// [Configuration] in order to use a custom Vulkan function loader: // [Configuration] in order to use a custom Vulkan function loader:
@ -46,20 +42,9 @@
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES #define VK_NO_PROTOTYPES
#endif #endif
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
#define NOMINMAX
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
#else
#include <vulkan/vulkan.h>
#endif
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#endif
// Initialization data, for ImGui_ImplVulkan_Init() // Initialization data, for ImGui_ImplVulkan_Init()
// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
// [Please zero-clear before use!] // [Please zero-clear before use!]
struct ImGui_ImplVulkan_InitInfo struct ImGui_ImplVulkan_InitInfo
{ {
@ -68,47 +53,32 @@ struct ImGui_ImplVulkan_InitInfo
VkDevice Device; VkDevice Device;
uint32_t QueueFamily; uint32_t QueueFamily;
VkQueue Queue; VkQueue Queue;
VkDescriptorPool DescriptorPool; // See requirements in note above VkPipelineCache PipelineCache;
VkRenderPass RenderPass; // Ignored if using dynamic rendering VkDescriptorPool DescriptorPool;
uint32_t Subpass;
uint32_t MinImageCount; // >= 2 uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
// (Optional)
VkPipelineCache PipelineCache;
uint32_t Subpass;
// (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
bool UseDynamicRendering;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
#endif
// (Optional) Allocation, Debugging
const VkAllocationCallbacks* Allocator; const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err); void (*CheckVkResultFn)(VkResult err);
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
}; };
// Called by user code // Called by user code
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); 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) IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
// Register a texture (VkDescriptorSet == ImTextureID) // Register a texture (VkDescriptorSet == ImTextureID)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
// Optional: load Vulkan functions with a custom function loader // Optional: load Vulkan functions with a custom function loader
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES // 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 = nullptr); 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 // Internal / Miscellaneous Vulkan Helpers
@ -117,8 +87,8 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*l
// You probably do NOT need to use or care about those functions. // You probably do NOT need to use or care about those functions.
// Those functions only exist because: // Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the multi-viewport / platform window implementation needs them internally. // 2) the upcoming multi-viewport feature will need them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
// but it is too much code to duplicate everywhere so we exceptionally expose them. // but it is too much code to duplicate everywhere so we exceptionally expose them.
// //
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
@ -167,22 +137,19 @@ struct ImGui_ImplVulkanH_Window
VkPresentModeKHR PresentMode; VkPresentModeKHR PresentMode;
VkRenderPass RenderPass; VkRenderPass RenderPass;
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
bool UseDynamicRendering;
bool ClearEnable; bool ClearEnable;
VkClearValue ClearValue; VkClearValue ClearValue;
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_Frame* Frames;
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
ImGui_ImplVulkanH_Window() ImGui_ImplVulkanH_Window()
{ {
memset((void*)this, 0, sizeof(*this)); memset(this, 0, sizeof(*this));
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
ClearEnable = true; ClearEnable = true;
} }
}; };
#endif // #ifndef IMGUI_DISABLE

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@ -4,31 +4,17 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
// 2024-01-22: Fixed pipeline layout leak. (#7245)
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
// 2022-11-24: Fixed validation error with default depth buffer settings.
// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init().
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). // 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
// 2021-08-24: Fixed for latest specs. // 2021-08-24: Fix for latest specs.
// 2021-05-24: Add support for draw_data->FramebufferScale. // 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) // 2021-05-19: 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). // 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
@ -36,27 +22,37 @@
// 2021-01-28: Initial version. // 2021-01-28: Initial version.
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h" #include "imgui_impl_wgpu.h"
#include <limits.h> #include <limits.h>
#include <webgpu/webgpu.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 // Dear ImGui prototypes from imgui_internal.h
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
// WebGPU data // 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 struct RenderResources
{ {
WGPUTexture FontTexture = nullptr; // Font texture WGPUTexture FontTexture; // Font texture
WGPUTextureView FontTextureView = nullptr; // Texture view for font texture WGPUTextureView FontTextureView; // Texture view for font texture
WGPUSampler Sampler = nullptr; // Sampler for the font texture WGPUSampler Sampler; // Sampler for the font texture
WGPUBuffer Uniforms = nullptr; // Shader uniforms WGPUBuffer Uniforms; // Shader uniforms
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline 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) ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM 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 struct FrameResources
{ {
@ -67,158 +63,186 @@ struct FrameResources
int IndexBufferSize; int IndexBufferSize;
int VertexBufferSize; int VertexBufferSize;
}; };
static FrameResources* g_pFrameResources = NULL;
static unsigned int g_numFramesInFlight = 0;
static unsigned int g_frameIndex = UINT_MAX;
struct Uniforms struct Uniforms
{ {
float MVP[4][4]; float MVP[4][4];
float Gamma;
}; };
struct ImGui_ImplWGPU_Data
{
ImGui_ImplWGPU_InitInfo initInfo;
WGPUDevice wgpuDevice = nullptr;
WGPUQueue defaultQueue = nullptr;
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
WGPURenderPipeline pipelineState = nullptr;
RenderResources renderResources;
FrameResources* pFrameResources = nullptr;
unsigned int numFramesInFlight = 0;
unsigned int frameIndex = UINT_MAX;
};
// 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_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// SHADERS // SHADERS
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
static const char __shader_vert_wgsl[] = R"( // glsl_shader.vert, compiled with:
struct VertexInput { // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
@location(0) position: vec2<f32>, /*
@location(1) uv: vec2<f32>, #version 450 core
@location(2) color: vec4<f32>, 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; };
struct VertexOutput { out gl_PerVertex { vec4 gl_Position; };
@builtin(position) position: vec4<f32>, layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
};
struct Uniforms { void main()
mvp: mat4x4<f32>, {
gamma: f32, Out.Color = aColor;
}; Out.UV = aUV;
gl_Position = mvp * vec4(aPos, 0, 1);
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@vertex
fn main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
out.color = in.color;
out.uv = in.uv;
return out;
} }
)"; */
static uint32_t __glsl_shader_vert_spv[] =
static const char __shader_frag_wgsl[] = R"( {
struct VertexOutput { 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
@builtin(position) position: vec4<f32>, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
@location(0) color: vec4<f32>, 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
@location(1) uv: vec2<f32>, 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
}; };
struct Uniforms { // glsl_shader.frag, compiled with:
mvp: mat4x4<f32>, // # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
gamma: f32, /*
}; #version 450 core
layout(location = 0) out vec4 fColor;
@group(0) @binding(0) var<uniform> uniforms: Uniforms; layout(set=0, binding=1) uniform sampler s;
@group(0) @binding(1) var s: sampler; layout(set=1, binding=0) uniform texture2D t;
@group(1) @binding(0) var t: texture_2d<f32>; layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
void main()
@fragment {
fn main(in: VertexOutput) -> @location(0) vec4<f32> { fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
let color = in.color * textureSample(t, s, in.uv);
let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
return vec4<f32>(corrected_color, color.a);
} }
)"; */
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) static void SafeRelease(ImDrawIdx*& res)
{ {
if (res) if (res)
delete[] res; delete[] res;
res = nullptr; res = NULL;
} }
static void SafeRelease(ImDrawVert*& res) static void SafeRelease(ImDrawVert*& res)
{ {
if (res) if (res)
delete[] res; delete[] res;
res = nullptr; res = NULL;
} }
static void SafeRelease(WGPUBindGroupLayout& res) static void SafeRelease(WGPUBindGroupLayout& res)
{ {
if (res) if (res)
wgpuBindGroupLayoutRelease(res); wgpuBindGroupLayoutRelease(res);
res = nullptr; res = NULL;
} }
static void SafeRelease(WGPUBindGroup& res) static void SafeRelease(WGPUBindGroup& res)
{ {
if (res) if (res)
wgpuBindGroupRelease(res); wgpuBindGroupRelease(res);
res = nullptr; res = NULL;
} }
static void SafeRelease(WGPUBuffer& res) static void SafeRelease(WGPUBuffer& res)
{ {
if (res) if (res)
wgpuBufferRelease(res); wgpuBufferRelease(res);
res = nullptr; res = NULL;
}
static void SafeRelease(WGPUPipelineLayout& res)
{
if (res)
wgpuPipelineLayoutRelease(res);
res = nullptr;
} }
static void SafeRelease(WGPURenderPipeline& res) static void SafeRelease(WGPURenderPipeline& res)
{ {
if (res) if (res)
wgpuRenderPipelineRelease(res); wgpuRenderPipelineRelease(res);
res = nullptr; res = NULL;
} }
static void SafeRelease(WGPUSampler& res) static void SafeRelease(WGPUSampler& res)
{ {
if (res) if (res)
wgpuSamplerRelease(res); wgpuSamplerRelease(res);
res = nullptr; res = NULL;
} }
static void SafeRelease(WGPUShaderModule& res) static void SafeRelease(WGPUShaderModule& res)
{ {
if (res) if (res)
wgpuShaderModuleRelease(res); wgpuShaderModuleRelease(res);
res = nullptr; res = NULL;
} }
static void SafeRelease(WGPUTextureView& res) static void SafeRelease(WGPUTextureView& res)
{ {
if (res) if (res)
wgpuTextureViewRelease(res); wgpuTextureViewRelease(res);
res = nullptr; res = NULL;
} }
static void SafeRelease(WGPUTexture& res) static void SafeRelease(WGPUTexture& res)
{ {
if (res) if (res)
wgpuTextureRelease(res); wgpuTextureRelease(res);
res = nullptr; res = NULL;
} }
static void SafeRelease(RenderResources& res) static void SafeRelease(RenderResources& res)
@ -240,39 +264,35 @@ static void SafeRelease(FrameResources& res)
SafeRelease(res.VertexBufferHost); SafeRelease(res.VertexBufferHost);
} }
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; spirv_desc.codeSize = binary_data_size;
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; spirv_desc.code = binary_data;
wgsl_desc.code = wgsl_source;
WGPUShaderModuleDescriptor desc = {}; WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc); desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
WGPUProgrammableStageDescriptor stage_desc = {}; WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
stage_desc.entryPoint = "main"; stage_desc.entryPoint = "main";
return stage_desc; return stage_desc;
} }
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
WGPUBindGroupDescriptor image_bg_descriptor = {}; WGPUBindGroupDescriptor image_bg_descriptor = {};
image_bg_descriptor.layout = layout; image_bg_descriptor.layout = layout;
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
image_bg_descriptor.entries = image_bg_entries; image_bg_descriptor.entries = image_bg_entries;
return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor); return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor);
} }
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
// Setup orthographic projection matrix into our constant buffer // 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). // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{ {
@ -287,38 +307,7 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
{ 0.0f, 0.0f, 0.5f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
}; };
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
float gamma;
switch (bd->renderTargetFormat)
{
case WGPUTextureFormat_ASTC10x10UnormSrgb:
case WGPUTextureFormat_ASTC10x5UnormSrgb:
case WGPUTextureFormat_ASTC10x6UnormSrgb:
case WGPUTextureFormat_ASTC10x8UnormSrgb:
case WGPUTextureFormat_ASTC12x10UnormSrgb:
case WGPUTextureFormat_ASTC12x12UnormSrgb:
case WGPUTextureFormat_ASTC4x4UnormSrgb:
case WGPUTextureFormat_ASTC5x5UnormSrgb:
case WGPUTextureFormat_ASTC6x5UnormSrgb:
case WGPUTextureFormat_ASTC6x6UnormSrgb:
case WGPUTextureFormat_ASTC8x5UnormSrgb:
case WGPUTextureFormat_ASTC8x6UnormSrgb:
case WGPUTextureFormat_ASTC8x8UnormSrgb:
case WGPUTextureFormat_BC1RGBAUnormSrgb:
case WGPUTextureFormat_BC2RGBAUnormSrgb:
case WGPUTextureFormat_BC3RGBAUnormSrgb:
case WGPUTextureFormat_BC7RGBAUnormSrgb:
case WGPUTextureFormat_BGRA8UnormSrgb:
case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
case WGPUTextureFormat_ETC2RGB8UnormSrgb:
case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
case WGPUTextureFormat_RGBA8UnormSrgb:
gamma = 2.2f;
break;
default:
gamma = 1.0f;
}
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
} }
// Setup viewport // Setup viewport
@ -327,8 +316,8 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
// Bind shader and vertex buffers // Bind shader and vertex buffers
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
// Setup blend factor // Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
@ -340,19 +329,16 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
{ {
// Avoid rendering when minimized // Avoid rendering when minimized
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
return; return;
// FIXME: Assuming that this only gets called once per frame! // 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. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); g_frameIndex = g_frameIndex + 1;
bd->frameIndex = bd->frameIndex + 1; FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
{ {
if (fr->VertexBuffer) if (fr->VertexBuffer)
{ {
@ -364,19 +350,19 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
WGPUBufferDescriptor vb_desc = WGPUBufferDescriptor vb_desc =
{ {
nullptr, NULL,
"Dear ImGui Vertex buffer", "Dear ImGui Vertex buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), fr->VertexBufferSize * sizeof(ImDrawVert),
false false
}; };
fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
if (!fr->VertexBuffer) if (!fr->VertexBuffer)
return; return;
fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
} }
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (fr->IndexBuffer) if (fr->IndexBuffer)
{ {
@ -388,13 +374,13 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
WGPUBufferDescriptor ib_desc = WGPUBufferDescriptor ib_desc =
{ {
nullptr, NULL,
"Dear ImGui Index buffer", "Dear ImGui Index buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), fr->IndexBufferSize * sizeof(ImDrawIdx),
false false
}; };
fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc); fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
if (!fr->IndexBuffer) if (!fr->IndexBuffer)
return; return;
@ -412,10 +398,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
vtx_dst += cmd_list->VtxBuffer.Size; vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size;
} }
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state // Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
@ -432,7 +418,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != NULL)
{ {
// User callback, registered via ImDrawList::AddCallback() // 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.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@ -446,27 +432,21 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Bind custom texture // Bind custom texture
ImTextureID tex_id = pcmd->GetTexID(); ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (bind_group) if (bind_group)
{ {
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
} }
else else
{ {
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
} }
// Project scissor/clipping rectangles into framebuffer space // Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
@ -483,7 +463,6 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
static void ImGui_ImplWGPU_CreateFontsTexture() static void ImGui_ImplWGPU_CreateFontsTexture()
{ {
// Build texture atlas // Build texture atlas
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels; unsigned char* pixels;
int width, height, size_pp; int width, height, size_pp;
@ -501,7 +480,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
tex_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.mipLevelCount = 1; tex_desc.mipLevelCount = 1;
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
WGPUTextureViewDescriptor tex_view_desc = {}; WGPUTextureViewDescriptor tex_view_desc = {};
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
@ -511,13 +490,13 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
tex_view_desc.baseArrayLayer = 0; tex_view_desc.baseArrayLayer = 0;
tex_view_desc.arrayLayerCount = 1; tex_view_desc.arrayLayerCount = 1;
tex_view_desc.aspect = WGPUTextureAspect_All; tex_view_desc.aspect = WGPUTextureAspect_All;
bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc); g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
} }
// Upload texture data // Upload texture data
{ {
WGPUImageCopyTexture dst_view = {}; WGPUImageCopyTexture dst_view = {};
dst_view.texture = bd->renderResources.FontTexture; dst_view.texture = g_resources.FontTexture;
dst_view.mipLevel = 0; dst_view.mipLevel = 0;
dst_view.origin = { 0, 0, 0 }; dst_view.origin = { 0, 0, 0 };
dst_view.aspect = WGPUTextureAspect_All; dst_view.aspect = WGPUTextureAspect_All;
@ -526,48 +505,45 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
layout.bytesPerRow = width * size_pp; layout.bytesPerRow = width * size_pp;
layout.rowsPerImage = height; layout.rowsPerImage = height;
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
} }
// Create the associated sampler // Create the associated sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{ {
WGPUSamplerDescriptor sampler_desc = {}; WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.minFilter = WGPUFilterMode_Linear; sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear; sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; sampler_desc.mipmapFilter = WGPUFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_Repeat; sampler_desc.addressModeU = WGPUAddressMode_Repeat;
sampler_desc.addressModeV = WGPUAddressMode_Repeat; sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.addressModeW = WGPUAddressMode_Repeat; sampler_desc.addressModeW = WGPUAddressMode_Repeat;
sampler_desc.maxAnisotropy = 1; sampler_desc.maxAnisotropy = 1;
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
} }
// Store our identifier // Store our identifier
static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView); io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
} }
static void ImGui_ImplWGPU_CreateUniformBuffer() static void ImGui_ImplWGPU_CreateUniformBuffer()
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBufferDescriptor ub_desc = WGPUBufferDescriptor ub_desc =
{ {
nullptr, NULL,
"Dear ImGui Uniform buffer", "Dear ImGui Uniform buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
MEMALIGN(sizeof(Uniforms), 16), sizeof(Uniforms),
false false
}; };
bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
} }
bool ImGui_ImplWGPU_CreateDeviceObjects() bool ImGui_ImplWGPU_CreateDeviceObjects()
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); if (!g_wgpuDevice)
if (!bd->wgpuDevice)
return false; return false;
if (bd->pipelineState) if (g_pipelineState)
ImGui_ImplWGPU_InvalidateDeviceObjects(); ImGui_ImplWGPU_InvalidateDeviceObjects();
// Create render pipeline // Create render pipeline
@ -576,51 +552,22 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState; graphics_pipeline_desc.multisample.count = 1;
graphics_pipeline_desc.multisample.mask = UINT_MAX;
// Bind group layouts graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
common_bg_layout_entries[0].binding = 0;
common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
common_bg_layout_entries[1].binding = 1;
common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
image_bg_layout_entries[0].binding = 0;
image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
common_bg_layout_desc.entryCount = 2;
common_bg_layout_desc.entries = common_bg_layout_entries;
WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
image_bg_layout_desc.entryCount = 1;
image_bg_layout_desc.entries = image_bg_layout_entries;
WGPUBindGroupLayout bg_layouts[2];
bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
WGPUPipelineLayoutDescriptor layout_desc = {};
layout_desc.bindGroupLayoutCount = 2;
layout_desc.bindGroupLayouts = bg_layouts;
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
// Create the vertex shader // Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); 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.module = vertex_shader_desc.module;
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
// Vertex input configuration // Vertex input configuration
WGPUVertexAttribute attribute_desc[] = WGPUVertexAttribute attribute_desc[] =
{ {
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
}; };
WGPUVertexBufferLayout buffer_layouts[1]; WGPUVertexBufferLayout buffer_layouts[1];
@ -633,7 +580,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
graphics_pipeline_desc.vertex.buffers = buffer_layouts; graphics_pipeline_desc.vertex.buffers = buffer_layouts;
// Create the pixel shader // Create the pixel shader
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
// Create the blending setup // Create the blending setup
WGPUBlendState blend_state = {}; WGPUBlendState blend_state = {};
@ -645,7 +592,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
WGPUColorTargetState color_state = {}; WGPUColorTargetState color_state = {};
color_state.format = bd->renderTargetFormat; color_state.format = g_renderTargetFormat;
color_state.blend = &blend_state; color_state.blend = &blend_state;
color_state.writeMask = WGPUColorWriteMask_All; color_state.writeMask = WGPUColorWriteMask_All;
@ -659,47 +606,42 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State // Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {}; WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat; depth_stencil_state.depthBias = 0;
depth_stencil_state.depthWriteEnabled = false; depth_stencil_state.depthBiasClamp = 0;
depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.depthBiasSlopeScale = 0;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
// Configure disabled depth-stencil state // Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; graphics_pipeline_desc.depthStencil = nullptr;
bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
ImGui_ImplWGPU_CreateFontsTexture(); ImGui_ImplWGPU_CreateFontsTexture();
ImGui_ImplWGPU_CreateUniformBuffer(); ImGui_ImplWGPU_CreateUniformBuffer();
// Create resource bind group // 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[] = WGPUBindGroupEntry common_bg_entries[] =
{ {
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, { nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, { nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 },
}; };
WGPUBindGroupDescriptor common_bg_descriptor = {}; WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries; common_bg_descriptor.entries = common_bg_entries;
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView); WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
bd->renderResources.ImageBindGroup = image_bind_group; g_resources.ImageBindGroup = image_bind_group;
bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; g_resources.ImageBindGroupLayout = bg_layouts[1];
bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group); g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
SafeRelease(vertex_shader_desc.module); SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module); SafeRelease(pixel_shader_desc.module);
SafeRelease(graphics_pipeline_desc.layout);
SafeRelease(bg_layouts[0]); SafeRelease(bg_layouts[0]);
return true; return true;
@ -707,57 +649,50 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
void ImGui_ImplWGPU_InvalidateDeviceObjects() void ImGui_ImplWGPU_InvalidateDeviceObjects()
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); if (!g_wgpuDevice)
if (!bd->wgpuDevice)
return; return;
SafeRelease(bd->pipelineState); SafeRelease(g_pipelineState);
SafeRelease(bd->renderResources); SafeRelease(g_resources);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. 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 < bd->numFramesInFlight; i++) for (unsigned int i = 0; i < g_numFramesInFlight; i++)
SafeRelease(bd->pFrameResources[i]); SafeRelease(g_pFrameResources[i]);
} }
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
{ {
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); ImGuiIO& io = ImGui::GetIO();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_webgpu"; io.BackendRendererName = "imgui_impl_webgpu";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->initInfo = *init_info; g_wgpuDevice = device;
bd->wgpuDevice = init_info->Device; g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); g_renderTargetFormat = rt_format;
bd->renderTargetFormat = init_info->RenderTargetFormat; g_pFrameResources = new FrameResources[num_frames_in_flight];
bd->depthStencilFormat = init_info->DepthStencilFormat; g_numFramesInFlight = num_frames_in_flight;
bd->numFramesInFlight = init_info->NumFramesInFlight; g_frameIndex = UINT_MAX;
bd->frameIndex = UINT_MAX;
bd->renderResources.FontTexture = nullptr; g_resources.FontTexture = NULL;
bd->renderResources.FontTextureView = nullptr; g_resources.FontTextureView = NULL;
bd->renderResources.Sampler = nullptr; g_resources.Sampler = NULL;
bd->renderResources.Uniforms = nullptr; g_resources.Uniforms = NULL;
bd->renderResources.CommonBindGroup = nullptr; g_resources.CommonBindGroup = NULL;
bd->renderResources.ImageBindGroups.Data.reserve(100); g_resources.ImageBindGroups.Data.reserve(100);
bd->renderResources.ImageBindGroup = nullptr; g_resources.ImageBindGroup = NULL;
bd->renderResources.ImageBindGroupLayout = nullptr; g_resources.ImageBindGroupLayout = NULL;
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; for (int i = 0; i < num_frames_in_flight; i++)
for (int i = 0; i < bd->numFramesInFlight; i++)
{ {
FrameResources* fr = &bd->pFrameResources[i]; FrameResources* fr = &g_pFrameResources[i];
fr->IndexBuffer = nullptr; fr->IndexBuffer = NULL;
fr->VertexBuffer = nullptr; fr->VertexBuffer = NULL;
fr->IndexBufferHost = nullptr; fr->IndexBufferHost = NULL;
fr->VertexBufferHost = nullptr; fr->VertexBufferHost = NULL;
fr->IndexBufferSize = 10000; fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000; fr->VertexBufferSize = 5000;
} }
@ -767,31 +702,17 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
void ImGui_ImplWGPU_Shutdown() void ImGui_ImplWGPU_Shutdown()
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWGPU_InvalidateDeviceObjects(); ImGui_ImplWGPU_InvalidateDeviceObjects();
delete[] bd->pFrameResources; delete[] g_pFrameResources;
bd->pFrameResources = nullptr; g_pFrameResources = NULL;
wgpuQueueRelease(bd->defaultQueue); wgpuQueueRelease(g_defaultQueue);
bd->wgpuDevice = nullptr; g_wgpuDevice = NULL;
bd->numFramesInFlight = 0; g_numFramesInFlight = 0;
bd->frameIndex = UINT_MAX; g_frameIndex = UINT_MAX;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
} }
void ImGui_ImplWGPU_NewFrame() void ImGui_ImplWGPU_NewFrame()
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); if (!g_pipelineState)
if (!bd->pipelineState)
ImGui_ImplWGPU_CreateDeviceObjects(); ImGui_ImplWGPU_CreateDeviceObjects();
} }
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -4,40 +4,18 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // [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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <webgpu/webgpu.h> #include <webgpu/webgpu.h>
// Initialization data, for ImGui_ImplWGPU_Init() IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
struct ImGui_ImplWGPU_InitInfo
{
WGPUDevice Device;
int NumFramesInFlight = 3;
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
WGPUMultisampleState PipelineMultisampleState = {};
ImGui_ImplWGPU_InitInfo()
{
PipelineMultisampleState.count = 1;
PipelineMultisampleState.mask = -1u;
PipelineMultisampleState.alphaToCoverageEnabled = false;
}
};
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
@ -45,5 +23,3 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -1,23 +1,18 @@
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" #include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_win32.h" #include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN #ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
@ -39,16 +34,6 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. // 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
@ -89,28 +74,27 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 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(nullptr) when io.MouseDrawCursor is set. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
struct ImGui_ImplWin32_Data struct ImGui_ImplWin32_Data
{ {
HWND hWnd; HWND hWnd;
HWND MouseHwnd; HWND MouseHwnd;
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area bool MouseTracked;
int MouseButtonsDown; int MouseButtonsDown;
INT64 Time; INT64 Time;
INT64 TicksPerSecond; INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor; ImGuiMouseCursor LastMouseCursor;
UINT32 KeyboardCodePage;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad; bool HasGamepad;
bool WantUpdateHasGamepad; bool WantUpdateHasGamepad;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
HMODULE XInputDLL; HMODULE XInputDLL;
PFN_XInputGetCapabilities XInputGetCapabilities; PFN_XInputGetCapabilities XInputGetCapabilities;
PFN_XInputGetState XInputGetState; PFN_XInputGetState XInputGetState;
#endif #endif
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
@ -119,24 +103,14 @@ struct ImGui_ImplWin32_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{ {
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
} }
// Functions // Functions
static void ImGui_ImplWin32_UpdateKeyboardCodePage() bool ImGui_ImplWin32_Init(void* hwnd)
{
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
HKL keyboard_layout = ::GetKeyboardLayout(0);
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
}
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter; INT64 perf_frequency, perf_counter;
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
@ -152,18 +126,16 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->hWnd = (HWND)hwnd; bd->hWnd = (HWND)hwnd;
bd->WantUpdateHasGamepad = true;
bd->TicksPerSecond = perf_frequency; bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter; bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT; bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage();
// Set platform dependent data in viewport // Set platform dependent data in viewport
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd; ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
// Dynamically load XInput library // Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bd->WantUpdateHasGamepad = true;
const char* xinput_dll_names[] = const char* xinput_dll_names[] =
{ {
"xinput1_4.dll", // Windows 8+ "xinput1_4.dll", // Windows 8+
@ -185,21 +157,10 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
return true; return true;
} }
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
{
return ImGui_ImplWin32_InitEx(hwnd, false);
}
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
{
// OpenGL needs CS_OWNDC
return ImGui_ImplWin32_InitEx(hwnd, true);
}
void ImGui_ImplWin32_Shutdown() void ImGui_ImplWin32_Shutdown()
{ {
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Unload XInput library // Unload XInput library
@ -208,9 +169,8 @@ void ImGui_ImplWin32_Shutdown()
::FreeLibrary(bd->XInputDLL); ::FreeLibrary(bd->XInputDLL);
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
io.BackendPlatformName = nullptr; io.BackendPlatformName = NULL;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = NULL;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd); IM_DELETE(bd);
} }
@ -224,7 +184,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{ {
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(nullptr); ::SetCursor(NULL);
} }
else else
{ {
@ -242,7 +202,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
} }
::SetCursor(::LoadCursor(nullptr, win32_cursor)); ::SetCursor(::LoadCursor(NULL, win32_cursor));
} }
return true; return true;
} }
@ -278,10 +238,10 @@ static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
static void ImGui_ImplWin32_UpdateKeyModifiers() static void ImGui_ImplWin32_UpdateKeyModifiers()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); io.AddKeyEvent(ImGuiKey_ModCtrl, IsVkDown(VK_CONTROL));
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); io.AddKeyEvent(ImGuiKey_ModShift, IsVkDown(VK_SHIFT));
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); io.AddKeyEvent(ImGuiKey_ModAlt, IsVkDown(VK_MENU));
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS)); io.AddKeyEvent(ImGuiKey_ModSuper, IsVkDown(VK_APPS));
} }
static void ImGui_ImplWin32_UpdateMouseData() static void ImGui_ImplWin32_UpdateMouseData()
@ -290,8 +250,7 @@ static void ImGui_ImplWin32_UpdateMouseData()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(bd->hWnd != 0); IM_ASSERT(bd->hWnd != 0);
HWND focused_window = ::GetForegroundWindow(); const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
const bool is_app_focused = (focused_window == bd->hWnd);
if (is_app_focused) if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
@ -303,8 +262,7 @@ static void ImGui_ImplWin32_UpdateMouseData()
} }
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE if (!io.WantSetMousePos && !bd->MouseTracked)
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
{ {
POINT pos; POINT pos;
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
@ -319,8 +277,8 @@ static void ImGui_ImplWin32_UpdateGamepads()
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
// return; return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
@ -334,7 +292,7 @@ static void ImGui_ImplWin32_UpdateGamepads()
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
XINPUT_STATE xinput_state; XINPUT_STATE xinput_state;
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) if (!bd->HasGamepad || bd->XInputGetState == NULL || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
return; return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
@ -343,10 +301,10 @@ static void ImGui_ImplWin32_UpdateGamepads()
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
@ -374,7 +332,7 @@ void ImGui_ImplWin32_NewFrame()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 }; RECT rect = { 0, 0, 0, 0 };
@ -517,20 +475,6 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
case VK_F10: return ImGuiKey_F10; case VK_F10: return ImGuiKey_F10;
case VK_F11: return ImGuiKey_F11; case VK_F11: return ImGuiKey_F11;
case VK_F12: return ImGuiKey_F12; case VK_F12: return ImGuiKey_F12;
case VK_F13: return ImGuiKey_F13;
case VK_F14: return ImGuiKey_F14;
case VK_F15: return ImGuiKey_F15;
case VK_F16: return ImGuiKey_F16;
case VK_F17: return ImGuiKey_F17;
case VK_F18: return ImGuiKey_F18;
case VK_F19: return ImGuiKey_F19;
case VK_F20: return ImGuiKey_F20;
case VK_F21: return ImGuiKey_F21;
case VK_F22: return ImGuiKey_F22;
case VK_F23: return ImGuiKey_F23;
case VK_F24: return ImGuiKey_F24;
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
default: return ImGuiKey_None; default: return ImGuiKey_None;
} }
} }
@ -544,10 +488,10 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
#endif #endif
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) // Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. // Call from your application's message handler.
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. // When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
@ -555,22 +499,9 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
// Copy this line into your .cpp file to forward declare the function. // Copy this line into your .cpp file to forward declare the function.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif #endif
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{ {
if (ImGui::GetCurrentContext() == nullptr) if (ImGui::GetCurrentContext() == NULL)
return 0; return 0;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -579,56 +510,35 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
switch (msg) switch (msg)
{ {
case WM_MOUSEMOVE: case WM_MOUSEMOVE:
case WM_NCMOUSEMOVE:
{
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
bd->MouseHwnd = hwnd; bd->MouseHwnd = hwnd;
if (bd->MouseTrackedArea != area) if (!bd->MouseTracked)
{ {
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 };
TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; ::TrackMouseEvent(&tme);
if (bd->MouseTrackedArea != 0) bd->MouseTracked = true;
::TrackMouseEvent(&tme_cancel);
::TrackMouseEvent(&tme_track);
bd->MouseTrackedArea = area;
} }
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam));
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
break; break;
io.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
break;
}
case WM_MOUSELEAVE: case WM_MOUSELEAVE:
case WM_NCMOUSELEAVE:
{
const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
if (bd->MouseTrackedArea == area)
{
if (bd->MouseHwnd == hwnd) if (bd->MouseHwnd == hwnd)
bd->MouseHwnd = nullptr; bd->MouseHwnd = NULL;
bd->MouseTrackedArea = 0; bd->MouseTracked = false;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
break; break;
}
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{ {
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
int button = 0; int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) if (bd->MouseButtonsDown == 0 && ::GetCapture() == NULL)
::SetCapture(hwnd); ::SetCapture(hwnd);
bd->MouseButtonsDown |= 1 << button; bd->MouseButtonsDown |= 1 << button;
io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, true); io.AddMouseButtonEvent(button, true);
return 0; return 0;
} }
@ -637,7 +547,6 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_MBUTTONUP: case WM_MBUTTONUP:
case WM_XBUTTONUP: case WM_XBUTTONUP:
{ {
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
int button = 0; int button = 0;
if (msg == WM_LBUTTONUP) { button = 0; } if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; } if (msg == WM_RBUTTONUP) { button = 1; }
@ -646,7 +555,6 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
bd->MouseButtonsDown &= ~(1 << button); bd->MouseButtonsDown &= ~(1 << button);
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
::ReleaseCapture(); ::ReleaseCapture();
io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, false); io.AddMouseButtonEvent(button, false);
return 0; return 0;
} }
@ -654,7 +562,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
return 0; return 0;
case WM_MOUSEHWHEEL: case WM_MOUSEHWHEEL:
io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
return 0; return 0;
case WM_KEYDOWN: case WM_KEYDOWN:
case WM_KEYUP: case WM_KEYUP:
@ -672,14 +580,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
int vk = (int)wParam; int vk = (int)wParam;
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
vk = IM_VK_KEYPAD_ENTER; vk = IM_VK_KEYPAD_ENTER;
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
const int scancode = (int)LOBYTE(HIWORD(lParam));
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
if (key == ImGuiKey_PrintScreen && !is_key_down)
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
// Submit key event // Submit key event
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
const int scancode = (int)LOBYTE(HIWORD(lParam));
if (key != ImGuiKey_None) if (key != ImGuiKey_None)
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
@ -707,33 +611,18 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_KILLFOCUS: case WM_KILLFOCUS:
io.AddFocusEvent(msg == WM_SETFOCUS); io.AddFocusEvent(msg == WM_SETFOCUS);
return 0; return 0;
case WM_INPUTLANGCHANGE:
ImGui_ImplWin32_UpdateKeyboardCodePage();
return 0;
case WM_CHAR: case WM_CHAR:
if (::IsWindowUnicode(hwnd))
{
// You can also use ToAscii()+GetKeyboardState() to retrieve characters. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000) if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacterUTF16((unsigned short)wParam); io.AddInputCharacterUTF16((unsigned short)wParam);
}
else
{
wchar_t wch = 0;
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
io.AddInputCharacter(wch);
}
return 0; return 0;
case WM_SETCURSOR: case WM_SETCURSOR:
// This is required to restore cursor when transitioning from e.g resize borders to client area.
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
return 1; return 1;
return 0; return 0;
case WM_DEVICECHANGE: case WM_DEVICECHANGE:
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if ((UINT)wParam == DBT_DEVNODES_CHANGED) if ((UINT)wParam == DBT_DEVNODES_CHANGED)
bd->WantUpdateHasGamepad = true; bd->WantUpdateHasGamepad = true;
#endif
return 0; return 0;
} }
return 0; return 0;
@ -759,11 +648,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
{ {
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = NULL;
if (RtlVerifyVersionInfoFn == nullptr) if (RtlVerifyVersionInfoFn == NULL)
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
if (RtlVerifyVersionInfoFn == nullptr) if (RtlVerifyVersionInfoFn == NULL)
return FALSE; return FALSE;
RTL_OSVERSIONINFOEXW versionInfo = { }; RTL_OSVERSIONINFOEXW versionInfo = { };
@ -832,10 +721,10 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
if (_IsWindows8Point1OrGreater()) if (_IsWindows8Point1OrGreater())
{ {
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; static PFN_GetDpiForMonitor GetDpiForMonitorFn = NULL;
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) if (GetDpiForMonitorFn == NULL && shcore_dll != NULL)
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
if (GetDpiForMonitorFn != nullptr) if (GetDpiForMonitorFn != NULL)
{ {
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
@ -843,11 +732,11 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
} }
} }
#ifndef NOGDI #ifndef NOGDI
const HDC dc = ::GetDC(nullptr); const HDC dc = ::GetDC(NULL);
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
::ReleaseDC(nullptr, dc); ::ReleaseDC(NULL, dc);
#endif #endif
return xdpi / 96.0f; return xdpi / 96.0f;
} }
@ -899,5 +788,3 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
} }
//--------------------------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -1,35 +1,27 @@
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) // dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// - FAQ https://dearimgui.com/faq // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once #pragma once
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Win32 message handler your application need to call. // 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. // - 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. // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
#if 0 #if 0
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif #endif
@ -48,5 +40,3 @@ IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); //
// - Use to enable alpha compositing transparency with the desktop. // - Use to enable alpha compositing transparency with the desktop.
// - Use together with e.g. clearing your framebuffer with zero-alpha. // - Use together with e.g. clearing your framebuffer with zero-alpha.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
#endif // #ifndef IMGUI_DISABLE

View File

@ -5,22 +5,22 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in **The backends/ folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR> - The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.<BR>
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_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc. e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR> - The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR> - For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. 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. 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.** **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? ### What are backends
Dear ImGui is highly portable and only requires a few things to run and render, typically: Dear ImGui is highly portable and only requires a few things to run and render, typically:
@ -41,7 +41,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
This is essentially what each backend is 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). This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
It is important to understand the difference between the core Dear ImGui library (files in the root folder) It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and the backends which we are describing here (backends/ folder). and backends which we are describing here (backends/ folder).
- Some issues may only be backend or platform specific. - Some issues may only be backend or platform specific.
- You should be able to write backends for pretty much any platform and any 3D graphics API. - You should be able to write backends for pretty much any platform and any 3D graphics API.
@ -62,8 +62,7 @@ List of Platforms Backends:
imgui_impl_android.cpp ; Android native app API imgui_impl_android.cpp ; Android native app API
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ 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_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*)
imgui_impl_win32.cpp ; Win32 native API (Windows) imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
@ -76,8 +75,7 @@ List of Renderer Backends:
imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) 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_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
imgui_impl_vulkan.cpp ; Vulkan imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU imgui_impl_wgpu.cpp ; WebGPU
@ -85,8 +83,8 @@ List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp imgui_impl_allegro5.cpp
Emscripten is also supported! Emscripten is also supported.
The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten. The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
### Backends for third-party frameworks, graphics API or other languages ### Backends for third-party frameworks, graphics API or other languages
@ -99,7 +97,7 @@ If you are not sure which backend to use, the recommended platform/frameworks fo
|Library |Website |Backend |Note | |Library |Website |Backend |Note |
|--------|--------|--------|-----| |--------|--------|--------|-----|
| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | | GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | | | SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | |
| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL | | Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
@ -111,19 +109,19 @@ Think twice!
If you are new to Dear ImGui, first try using the existing backends as-is. If you are new to Dear ImGui, first try using the existing backends as-is.
You will save lots of time integrating the library. You will save lots of time integrating the library.
You can LATER decide to rewrite yourself a custom backend if you really need to. You can LATER decide to rewrite yourself a custom backend if you really need to.
In most situations, custom backends have fewer features and more bugs than the standard backends we provide. In most situations, custom backends have less features and more bugs than the standard backends we provide.
If you want portability, you can use multiple backends and choose between them either at compile time If you want portability, you can use multiple backends and choose between them either at compile time
or at runtime. or at runtime.
**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering **Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.<BR> system layered over DirectX11.<BR>
Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first. Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
custom renderer using your own rendering functions, and keep using the standard Win32 code etc. custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.<BR> **Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.<BR>
Suggestion: use multiple generic backends! Suggestion: use multiple generic backends!
Once it works, if you really need it, you can replace parts of backends with your own abstractions. Once it works, if you really need it you can replace parts of backends with your own abstractions.
**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch), **Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
and you have high-level systems everywhere.<BR> and you have high-level systems everywhere.<BR>

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@ -1,81 +0,0 @@
# Contributing Guidelines
## Index
- [Getting Started & General Advice](#getting-started--general-advice)
- [Issues vs Discussions](#issues-vs-discussions)
- [How to open an Issue](#how-to-open-an-issue)
- [How to open a Pull Request](#how-to-open-a-pull-request)
- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement)
## Getting Started & General Advice
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started), [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
- Please read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) if your question relates to setting up Dear ImGui.
- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
- Please use the search function of your IDE to search for symbols and comments related to your situation.
- Please use the search function of GitHub to look for similar topics (always include 'Closed' issues/pr in your search).
- You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
- Please use a web search engine to look for similar issues.
- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/).
## 'Issues' vs 'Discussions'
We are happy to use 'Issues' for many type of open-ended questions. We are encouraging 'Issues' becoming an enormous, centralized and cross-referenced database of Dear ImGui contents.
Only if you:
- Cannot BUILD or LINK examples.
- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine.
- Cannot LOAD a font.
Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
## How to open an issue
You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.**
Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans.
**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.**
Steps:
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried.
- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
**Some unfortunate words of warning**
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity.
- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
## How to open a Pull Request
- **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.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
## Copyright / Contributor License Agreement
Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.

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@ -10,14 +10,13 @@ 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.** **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: You can find Windows binaries for some of those example applications at:
https://www.dearimgui.com/binaries http://www.dearimgui.org/binaries
### Getting Started ### Getting Started
Integration in a typical existing application, should take <20 lines when using standard backends. Integration in a typical existing application, should take <20 lines when using standard backends.
```cpp
At initialization: At initialization:
call ImGui::CreateContext() call ImGui::CreateContext()
call ImGui_ImplXXXX_Init() for each backend. call ImGui_ImplXXXX_Init() for each backend.
@ -33,11 +32,9 @@ At the end of your frame:
At shutdown: At shutdown:
call ImGui_ImplXXXX_Shutdown() for each backend. call ImGui_ImplXXXX_Shutdown() for each backend.
call ImGui::DestroyContext() call ImGui::DestroyContext()
```
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)): Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
```cpp
// Create a Dear ImGui context, setup some options // Create a Dear ImGui context, setup some options
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -70,11 +67,10 @@ while (true)
ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown(); ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
```
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file. Please read the comments and instruction at the top of each file.
Please read FAQ at https://www.dearimgui.com/faq Please read FAQ at http://www.dearimgui.org/faq
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h) If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
@ -104,10 +100,15 @@ OSX + OpenGL2 example. <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <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> [example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
Emcripten + GLFW + WebGPU example. <BR> Emcripten + GLFW + WebGPU example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp = main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR> [example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
GLFW (Mac) + Metal example. <BR> GLFW (Mac) + Metal example. <BR>
@ -116,18 +117,18 @@ GLFW (Mac) + Metal example. <BR>
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR> [example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR> GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR> = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)** <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. 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 GL calls, using this renderer is likely to 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 GL attributes to their initial 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. 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> [example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, 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> = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders.<BR> This uses more modern OpenGL calls and custom shaders. <BR>
This support building with Emscripten and targetting WebGL.<BR> This may actually also work with OpenGL 2.x contexts! <BR>
Prefer using that if you are using modern GL or WebGL in your application. Prefer using that if you are using modern OpenGL in your application (anything with shaders).
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR> [example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
GLFW (Win32, Mac, Linux) + Vulkan example. <BR> GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
@ -146,39 +147,39 @@ Null example, compile and link imgui, create context, run headless with no input
This is used to quickly test compilation of core imgui files in as many setups as possible. This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output. Because this application doesn't create a window nor a graphic context, there's no graphics output.
[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR> [example_sdl_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_directx11/) <BR>
SDL2 + DirectX11 example, Windows only. <BR> SDL2 + DirectX11 example, Windows only. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR> = main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp <BR>
This to demonstrate usage of DirectX with SDL2. This to demonstrate usage of DirectX with SDL.
[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/) <BR> [example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/) <BR>
SDL2 + Metal example, Mac only. <BR> SDL2 (Mac) + Metal example. <BR>
= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm = main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/) <BR> [example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/) <BR>
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR> SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp <BR> = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)** <BR> **DO NOT USE OPENGL2 CODE 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. 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 GL calls, using this renderer is likely to 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 GL attributes to their initial 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. state, and might confuse your GPU driver. One star, not recommended.
[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/) <BR> [example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR> SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR> This uses more modern OpenGL calls and custom shaders. <BR>
This support building with Emscripten and targetting WebGL.<BR> This may actually also work with OpenGL 2.x contexts! <BR>
Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR> [example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR> SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR> = main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp <BR>
This requires SDL 2.0.18+ (released November 2021) <BR> This requires SDL 2.0.17+ (expected to release November 2021) <BR>
We do not really recommend using SDL_Renderer as it is a rather primitive API.
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR> [example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR> SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR> = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan. <BR> This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
@ -199,12 +200,8 @@ DirectX12 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR> = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
This is quite long and tedious, because: DirectX12. This is quite long and tedious, because: DirectX12.
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
### Miscallaneous
### Miscellaneous
**Building** **Building**

View File

@ -1,7 +1,7 @@
# FAQ (Frequently Asked Questions) # FAQ (Frequenty Asked Questions)
You may link to this document using short form: You may link to this document using short form:
https://www.dearimgui.com/faq https://www.dearimgui.org/faq
or its real address: or its real address:
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
or view this file with any Markdown viewer. or view this file with any Markdown viewer.
@ -25,8 +25,7 @@ or view this file with any Markdown viewer.
| **Q&A: Usage** | | **Q&A: Usage** |
| **[About the ID Stack system..<br>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?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** | | **[About the ID Stack system..<br>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?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
| [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 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 maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) | | [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 use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-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) | | [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) |
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) | | [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
| **Q&A: Fonts, Text** | | **Q&A: Fonts, Text** |
@ -50,15 +49,14 @@ or view this file with any Markdown viewer.
**This library is poorly documented at the moment and expects 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. - The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application. - 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.
- 20+ 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 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: [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). - 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 [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful. - The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
- 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. - 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. - 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 primarily designed as a debugging tool, having access to that information tends to help understands concepts. - 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) ##### [Return to Index](#index)
@ -91,7 +89,6 @@ Many projects are using this branch and it is kept in sync with master regularly
### Q: How to get started? ### Q: How to get started?
Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). <BR>
Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR> 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 [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). <BR> Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
@ -125,7 +122,12 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
} }
``` ```
**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 handles 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.
**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.
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) **Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
@ -137,7 +139,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected! - The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable. - Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend). - Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
- See [Control Sheets for Gamepads](https://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads). - See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details. - See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -160,8 +162,8 @@ 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... ### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU. Your renderer is not using the font texture correctly or it hasn't been uploaded to the 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 **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). - 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. - 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) ##### [Return to Index](#index)
@ -175,21 +177,8 @@ Each draw command needs the triangle rendered using the clipping rectangle provi
Rectangles provided by Dear ImGui are defined as Rectangles provided by Dear ImGui are defined as
`(x1=left,y1=top,x2=right,y2=bottom)` `(x1=left,y1=top,x2=right,y2=bottom)`
and **NOT** as and **NOT** as
`(x1,y1,width,height)`. `(x1,y1,width,height)`
Refer to rendering backends in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder for references of how to handle the `ClipRect` field. Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
For example, the [DirectX11 backend](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp) does this:
```cpp
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
```
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -209,10 +198,10 @@ Dear ImGui internally needs to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID. Interactive widgets (such as calls to Button buttons) need a unique ID.
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR> **Unique ID are used internally to track active widgets and occasionally associate state to widgets.<BR>
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.** Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand. Since Dear ImGui 1.85 you can use `Demo>Tools>Stack Tool` or call `ImGui::ShowStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png) ![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png)
@ -251,12 +240,12 @@ Button("OK"); // ERROR: ID collision with the first button! Interacting wit
Button(""); // ERROR: ID collision with Begin("MyWindow")! Button(""); // ERROR: ID collision with Begin("MyWindow")!
End(); End();
``` ```
Fear not! This is easy to solve and there are many ways to solve it! Fear not! this is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context: - Solving ID conflict in a simple/local context:
When passing a label you can optionally specify extra ID information within the string itself. When passing a label you can optionally specify extra ID information within string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user. Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solve the simple collision cases when you know e.g. at compilation time which items This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created: are going to be created:
```cpp ```cpp
Begin("MyWindow"); Begin("MyWindow");
@ -270,8 +259,8 @@ End();
```cpp ```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
``` ```
- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows - Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example, you may want to include varying information in a window title bar, you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
```cpp ```cpp
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
@ -284,9 +273,9 @@ Begin(buf); // Variable title, ID = hash of "MyGame"
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 within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically. creating many UI elements programmatically.
You can push a pointer, a string, or an integer value into the ID stack. You can push a pointer, a string or an integer value into the ID stack.
Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack. Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack, we store the seed used for items at this level of the ID stack. At each level of the stack we store the seed used for items at this level of the ID stack.
```cpp ```cpp
Begin("Window"); Begin("Window");
for (int i = 0; i < 100; i++) for (int i = 0; i < 100; i++)
@ -321,7 +310,7 @@ PushID("node");
PopID(); PopID();
PopID(); PopID();
``` ```
- Tree nodes implicitly create a scope for you by calling `PushID()`: - Tree nodes implicitly creates a scope for you by calling `PushID()`:
```cpp ```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click") 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) if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
@ -331,8 +320,8 @@ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unl
} }
``` ```
When working with trees, IDs are used to preserve the open/close state of each tree node. When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices, or pointers as ID. Depending on your use cases you may want to use strings, indices or pointers as ID.
- e.g. when following a single pointer that may change over time, using a static string as ID - e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change. will preserve your node open/closed state when the targeted object change.
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the - e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
@ -353,11 +342,11 @@ Short explanation:
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.** **Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
Long explanation: Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.). - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type. We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more than a void*, aka 4/8 bytes worth of data: just enough to store one pointer or integer of your choice. ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function. Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: - In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```cpp ```cpp
OpenGL: OpenGL:
@ -382,9 +371,9 @@ DirectX12:
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID. For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it. Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice. If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer) (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
User code may do: User code may do:
```cpp ```cpp
@ -398,15 +387,15 @@ The renderer function called after ImGui::Render() will receive that same value
MyTexture* texture = (MyTexture*)pcmd->GetTexID(); MyTexture* texture = (MyTexture*)pcmd->GetTexID();
MyEngineBindTexture2D(texture); 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. 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.
This is by design and is a good thing because it means your code has full control over your data types and how you display them. This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using. If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11. Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
Here are some examples: Examples:
```cpp ```cpp
GLuint my_tex = XXX; GLuint my_tex = XXX;
void* my_void_ptr; void* my_void_ptr;
@ -424,25 +413,17 @@ Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understa
--- ---
### Q: How can I use maths operators with ImVec2? ### Q: How can I use my own math types instead of ImVec2/ImVec4?
We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#define IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators. You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions.
This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
##### [Return to Index](#index)
---
### Q: How can I use my own maths types instead of ImVec2/ImVec4?
You can setup your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file with `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions to our own maths types.
This way you will be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
##### [Return to Index](#index) ##### [Return to Index](#index)
--- ---
### Q: 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 std::string and std::vector)?
- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. - Being highly portable (backends/bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h). - To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API - To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API. lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
@ -451,12 +432,12 @@ Prefer using them over the old and awkward `Combo()/ListBox()` api.
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances. Please bear in mind that using `std::string` on applications with large amount of UI may incur unsatisfactory performances.
Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
are not configurable and not the same across implementations. are not configurable and not the same across implementations.
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead. is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
provide similar or better string helpers. provide similar or better string helpers.
@ -477,7 +458,7 @@ ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 p = ImGui::GetCursorScreenPos(); ImVec2 p = ImGui::GetCursorScreenPos();
// Draw a red circle // Draw a red circle
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255)); draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16);
// Draw a 3 pixel thick yellow line // Draw a 3 pixel thick yellow line
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f); draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
@ -491,8 +472,8 @@ ImGui::End();
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples. - Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
- 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`. - 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.h"` to use our math operators, but instead prefer using your own math library and set it up in `imconfig.h`. - 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 window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window. - 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 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 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. - 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.
@ -505,7 +486,7 @@ ImGui::End();
### Q: How should I handle DPI in my application? ### Q: How should I handle DPI in my application?
The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`. The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
Your application may want to detect DPI change and reload the fonts and reset style between frames. Your application may want to detect DPI change and reload the fonts and reset style between frames.
@ -515,24 +496,16 @@ Down the line Dear ImGui will provide a variety of standardized reference values
Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future). Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is: The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scale). The current way to handle this on the application side is:
- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`). - Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI). - Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
- In the hook: swap atlas, swap style with correctly sized one, and remap the current font from one atlas to the other (you may need to maintain a remapping table of your fonts at varying DPI scales). - In the hook: swap atlas, swap style with correctly sized one, remap the current font from one atlas to the other (may need to maintain a remapping table of your fonts at variying DPI scale).
This approach is relatively easy and functional but comes with two issues: This approach is relatively easy and functional but come with two issues:
- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land. - It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides. - Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides.
Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top. Please note that if you are not using multi-viewports with multi-monitors using different DPI scale, you can ignore all of this and use the simpler technique recommended at the top.
On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``.
- For GLFW: this is done automatically.
- For other Windows projects with other backends, or wrapper projects:
- We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend.
- Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `<dpiAware>` property.
### Q: How can I load a different font than the default? ### Q: How can I load a different font than the default?
Use the font atlas to load the TTF/OTF file you want: Use the font atlas to load the TTF/OTF file you want:
@ -554,7 +527,7 @@ backslash \ within a string literal, you need to write it double backslash "\\":
```cpp ```cpp
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!) io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size); // CORRECT (Windows only) io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
``` ```
@ -563,17 +536,46 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
--- ---
### Q: How can I easily use icons in my application? ### Q: How can I easily use icons in my application?
The most convenient and practical way is to merge an icon font such as FontAwesome inside your The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings. main font. Then you can refer to icons within your strings.
Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading. You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment.
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.)
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See docs/FONTS.md about using the AddCustomRectFontGlyph API.
##### [Return to Index](#index) ##### [Return to Index](#index)
--- ---
### Q: How can I load multiple fonts? ### Q: How can I load multiple fonts?
Use the font atlas to pack them into a single texture:
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file and the code in ImFontAtlas for more details.)
Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for more details. ```cpp
ImGuiIO& io = ImGui::GetIO();
ImFont* font0 = io.Fonts->AddFontDefault();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
// the first loaded font gets used by default
// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
// Options
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
// Combine multiple fonts into one (e.g. for icon fonts)
static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
```
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -584,7 +586,7 @@ When loading a font, pass custom Unicode ranges to specify the glyphs to load.
```cpp ```cpp
// Add default Japanese ranges // Add default Japanese ranges
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese()); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges; ImVector<ImWchar> ranges;
@ -593,21 +595,20 @@ builder.AddText("Hello world"); // Add a string (here "He
builder.AddChar(0x7262); // Add a specific character builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
``` ```
All your strings need to use UTF-8 encoding. All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. by using the u8"hello" syntax. Specifying literal in your source code using a local code page
Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`. Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
The applications in examples/ are doing that. The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state. You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
for the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly. in order for the default the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -622,7 +623,7 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
- [Gallery](https://github.com/ocornut/imgui/issues/6897) - [Gallery](https://github.com/ocornut/imgui/issues/4451)
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -630,11 +631,11 @@ You may take a look at:
### Q: Can you create elaborate/serious tools with Dear ImGui? ### Q: Can you create elaborate/serious tools with Dear ImGui?
Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful. Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm. Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -642,9 +643,9 @@ Dear ImGui is built to be efficient and scalable toward the needs for AAA-qualit
### Q: Can you reskin the look of Dear ImGui? ### Q: Can you reskin the look of Dear ImGui?
Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it. Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)): A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png) ![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -653,7 +654,7 @@ A reasonably skinned application may look like (screenshot from [#2529](https://
### Q: Why using C++ (as opposed to C)? ### Q: Why using C++ (as opposed to C)?
Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors, and templates (in the case of the ImVector<> class) are also relied on as a convenience. Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
@ -664,11 +665,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
# Q&A: Community # Q&A: Community
### Q: How can I help? ### Q: How can I help?
- Businesses: please reach out to `omar 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 to work 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). - Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help! - 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. - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps 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. - 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) ##### [Return to Index](#index)

View File

@ -8,71 +8,49 @@ a 13 pixels high, pixel-perfect font used by default. We embed it in the source
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. 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.
**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!) **Also read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
## Index ## Index
- [Troubleshooting](#troubleshooting) - [Readme First](#readme-first)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application) - [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#fonts-loading-instructions) - [Fonts Loading Instructions](#font-loading-instructions)
- [Loading Font Data from Memory](#loading-font-data-from-memory)
- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
- [Using Icon Fonts](#using-icon-fonts) - [Using Icon Fonts](#using-icon-fonts)
- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype) - [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis) - [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges) - [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
- [Using Custom Colorful Icons](#using-custom-colorful-icons) - [Using Custom Colorful Icons](#using-custom-colorful-icons)
- [About Filenames](#about-filenames) - [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
- [About UTF-8 Encoding](#about-utf-8-encoding) - [About filenames](#about-filenames)
- [Debug Tools](#debug-tools)
- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository) - [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
- [Font Links](#font-links) - [Font Links](#font-links)
--------------------------------------- ---------------------------------------
## Readme First
## Troubleshooting - You can use the `Metrics/Debugger` window (available in `Demo>Tools`) 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`. The same information are also available in the Style Editor under Fonts.
**A vast majority of font and text related issues encountered comes from 4 things:** ![imgui_capture_0008](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
### (1) Invalid filename due to use of `\` or unexpected working directory. - 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.
See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect. - Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
### (2) Invalid UTF-8 encoding of your non-ASCII strings. - Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
```cpp
See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm encoding of string literal in your source code is correct. u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
### (3) Missing glyph ranges. ```
You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load.
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. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
### (4) Font atlas texture fails to upload to GPU.
This is often of byproduct of point 3. If you have 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 glyph or everything appears as empty black or white rectangle.** 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:
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
- Reduce glyphs ranges by calculating them from source localization data.
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!
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
##### [Return to Index](#index) ##### [Return to Index](#index)
---------------------------------------
## How should I handle DPI in my application? ## How should I handle DPI in my application?
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application). See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
##### [Return to Index](#index) ##### [Return to Index](#index)
---------------------------------------
## Fonts Loading Instructions ## Font Loading Instructions
**Load default font:** **Load default font:**
```cpp ```cpp
@ -80,12 +58,14 @@ ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault(); io.Fonts->AddFontDefault();
``` ```
**Load .TTF/.OTF file with:** **Load .TTF/.OTF file with:**
```cpp ```cpp
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
``` ```
If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read [About filenames](#about-filenames) carefully. If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
**Load multiple fonts:** **Load multiple fonts:**
```cpp ```cpp
@ -94,15 +74,15 @@ ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
``` ```
In your application loop, select which font to use:
```cpp ```cpp
// In application loop: select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font) ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2); ImGui::PushFont(font2);
ImGui::Text("Hello with another font"); ImGui::Text("Hello with another font");
ImGui::PopFont(); ImGui::PopFont();
``` ```
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):** **For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
```cpp ```cpp
ImFontConfig config; ImFontConfig config;
@ -112,6 +92,7 @@ config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
``` ```
**Combine multiple fonts into one:** **Combine multiple fonts into one:**
```cpp ```cpp
// Load a first font // Load a first font
@ -132,21 +113,22 @@ io.Fonts->Build();
```cpp ```cpp
// Basic Latin, Extended Latin // Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault()); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
// Default + Selection of 2500 Ideographs used by Simplified Chinese // Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese()); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
``` ```
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges. See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
**Example loading and using a Japanese font:** **Example loading and using a Japanese font:**
```cpp ```cpp
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
``` ```
```cpp ```cpp
ImGui::Text(u8"こんにちは!テスト %d", 123); ImGui::Text(u8"こんにちは!テスト %d", 123);
@ -161,50 +143,24 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png) ![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_ <br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
##### [Return to Index](#index) **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.
- 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.
## Loading Font Data from Memory Some solutions:
```cpp 1. Reduce glyphs ranges by calculating them from source localization data.
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...); 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.
IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction. 3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it). 4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field: 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`.
```cpp
ImFontConfig font_cfg;
font_cfg.FontDataOwnedByAtlas = false;
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
```
##### [Return to Index](#index) ##### [Return to Index](#index)
---------------------------------------
## Loading Font Data Embedded In Source Code
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
Then load the font with:
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
```
or
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
```
##### [Return to Index](#index)
---------------------------------------
## Using Icon Fonts ## 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. 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.
@ -237,19 +193,11 @@ ImGui::Button(ICON_FA_SEARCH " Search");
``` ```
See Links below for other icons fonts and related tools. See Links below for other icons fonts and related tools.
**Monospace Icons?**
To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font.
**Screenshot**
Here's an application using icons ("Avoyd", https://www.avoyd.com): Here's an application using icons ("Avoyd", https://www.avoyd.com):
![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg) ![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg)
##### [Return to Index](#index) ##### [Return to Index](#index)
---------------------------------------
## Using FreeType Rasterizer (imgui_freetype) ## 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. - 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.
@ -260,11 +208,9 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
##### [Return to Index](#index) ##### [Return to Index](#index)
---------------------------------------
## Using Colorful Glyphs/Emojis ## Using Colorful Glyphs/Emojis
- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+. - 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. - 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`. - 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. - Not all types of color fonts are supported by FreeType at the moment.
@ -284,8 +230,6 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ra
##### [Return to Index](#index) ##### [Return to Index](#index)
---------------------------------------
## Using Custom Glyph Ranges ## 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. 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.
@ -297,14 +241,12 @@ builder.AddChar(0x7262); // Add a specific charact
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted. io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
``` ```
##### [Return to Index](#index) ##### [Return to Index](#index)
---------------------------------------
## Using Custom Colorful Icons ## Using Custom Colorful Icons
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)** 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)**
@ -325,14 +267,14 @@ rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
io.Fonts->Build(); io.Fonts->Build();
// Retrieve texture in RGBA format // Retrieve texture in RGBA format
unsigned char* tex_pixels = nullptr; unsigned char* tex_pixels = NULL;
int tex_width, tex_height; int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
{ {
int rect_id = rect_ids[rect_n]; int rect_id = rects_ids[rect_n];
if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
{ {
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++) for (int y = 0; y < rect->Height; y++)
@ -347,89 +289,46 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
##### [Return to Index](#index) ##### [Return to Index](#index)
--------------------------------------- ## Using Font Data Embedded In Source Code
## About Filenames - Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.** Then load the font with:
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
```
or
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
```
##### [Return to Index](#index)
## About filenames
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
Two things to watch for: Two things to watch for:
- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
```cpp
// Relative filename depends on your Working Directory when running your program!
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful. // Load from the parent folder of your Working Directory
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
```
- In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
```cpp ```cpp
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!! io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
``` ```
In some situations, you may also use `/` path separator under Windows. In some situations, you may also use `/` path separator under Windows.
(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
```cpp
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
```
##### [Return to Index](#index) ##### [Return to Index](#index)
---------------------------------------
## About UTF-8 Encoding
**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
This is a convenient way to confirm that your encoding is correct.
```cpp
ImGui::SeparatorText("CORRECT");
ImGui::DebugTextEncoding(u8"こんにちは");
ImGui::SeparatorText("INCORRECT");
ImGui::DebugTextEncoding("こんにちは");
```
![UTF-8 Encoding viewer](https://github.com/ocornut/imgui/assets/8225057/61c1696a-9a94-46c5-9627-cf91211111f0)
You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
(2) To encode in UTF-8:
There are also compiler-specific ways to enforce UTF-8 encoding by default:
- Visual Studio compiler: `/utf-8` command-line flag.
- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
```cpp
ImGui::Text(u8"hello");
ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
```
Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`.
Because of type usage of `u8""` in C++20 is a little more tedious:
```cpp
ImGui::Text((const char*)u8"こんにちは");
```
However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC.
##### [Return to Index](#index)
---------------------------------------
## Debug Tools
#### Metrics/Debugger->Fonts
You can use the `Metrics/Debugger` window (available in `Demo>Tools`) 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`. The same information are also available in the Style Editor under Fonts.
![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
#### UTF-8 Encoding Viewer**
You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png)
##### [Return to Index](#index)
---------------------------------------
## Credits/Licenses For Fonts Included In Repository ## Credits/Licenses For Fonts Included In Repository
Some fonts files are available in the `misc/fonts/` folder: Some fonts files are available in the `misc/fonts/` folder:
@ -482,7 +381,7 @@ Some fonts files are available in the `misc/fonts/` folder:
#### MONOSPACE FONTS #### MONOSPACE FONTS
Pixel Perfect: Pixel Perfect:
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php - Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.) - Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
Regular: Regular:

View File

@ -1,51 +1,43 @@
Dear ImGui Dear ImGui
===== =====
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis)
<center><b><i>"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."</i></b></center> <a href="https://twitter.com/rygorous/status/1507178315886444544">-ryg</a>
----
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [![Tests Status](https://github.com/ocornut/imgui_test_engine/workflows/tests/badge.svg)](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests)
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub> <sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts: Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_ <br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) | Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
----
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
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 & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
:----------------------------------------------------------: | :----------------------------------------------------------: |
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) | | [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) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](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) | | [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) |
### The Pitch
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries.
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
- Minimize state synchronization.
- Minimize UI-related state storage on user side.
- Minimize setup and maintenance.
- Easy to use to create dynamic UI which are the reflection of a dynamic data set.
- Easy to use to create code-driven and data-driven tools.
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
- Easy to hack and improve.
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption.
- Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).
### Usage ### 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). **No specific build process is required**. You can add the .cpp files into your existing project. **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).
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. **No specific build process is required**. You can add the .cpp files to your existing project.
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details. You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.
**Backends for a variety of graphics api and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop: After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
Code:
```cpp ```cpp
ImGui::Text("Hello, world %d", 123); ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save")) if (ImGui::Button("Save"))
@ -53,9 +45,11 @@ if (ImGui::Button("Save"))
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
``` ```
![sample code output (dark, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050833-b7ecf528-bfae-4a9f-ac1b-f3d83437a2f4.png) Result:
![sample code output (light, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050838-8742efd4-504d-4334-a9a2-e756d15bc2ab.png) <br>![sample code output (dark)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0001.png) ![sample code output (light)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0002.png)
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px)_
Code:
```cpp ```cpp
// Create a window called "My First Tool", with a menu bar. // Create a window called "My First Tool", with a menu bar.
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar); ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
@ -71,14 +65,12 @@ if (ImGui::BeginMenuBar())
ImGui::EndMenuBar(); ImGui::EndMenuBar();
} }
// Edit a color stored as 4 floats // Edit a color (stored as ~4 floats)
ImGui::ColorEdit4("Color", my_color); ImGui::ColorEdit4("Color", my_color);
// Generate samples and plot them // Plot some values
float samples[100]; const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
for (int n = 0; n < 100; n++) ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
ImGui::PlotLines("Samples", samples, 100);
// Display contents in a scrolling region // Display contents in a scrolling region
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff"); ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
@ -88,108 +80,137 @@ for (int n = 0; n < 50; n++)
ImGui::EndChild(); ImGui::EndChild();
ImGui::End(); ImGui::End();
``` ```
![my_first_tool_v188](https://user-images.githubusercontent.com/8225057/191055698-690a5651-458f-4856-b5a9-e8cc95c543e2.gif) Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v180/code_sample_04_color.gif)
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc. Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
### How it works ### How it works
The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase. Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
_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._ _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 & Changelogs ### Releases & Changelogs
See [Releases](https://github.com/ocornut/imgui/releases) page for decorated 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! 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 ### Demo
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png). Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
You should be able to build the examples from sources. 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: ![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/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 a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)). 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-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)).
### Integration ### Integration
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details. On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so. 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!**
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Officially maintained backends/bindings (in repository): Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU. - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android. - Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten. - Frameworks: Allegro5, Emscripten.
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page: [Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig... - 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, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets. - 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.
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages. - 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 Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page: [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine). - 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. Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Upcoming Changes
Some of the goals for 2022 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))
- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
### Gallery ### Gallery
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui). For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/4451)!
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
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. 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)
| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
| Custom engine (untitled)<BR>[![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) | 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://github.com/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png)
### Support, Frequently Asked Questions (FAQ) ### Support, Frequently Asked Questions (FAQ)
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered. See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
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. 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.
See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes). Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing. For other questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_). Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
**Which version should I get?** **Which version should I get?**
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly. We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
**Who uses Dear ImGui?** **Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [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/6897)! 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 to help
----------- -----------
**How can I help?** **How can I help?**
- See [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 of the end-users and also to ease the maintainer into understanding and accepting it. - 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. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Be a [sponsor](https://github.com/ocornut/imgui/wiki/Sponsors)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com). - Have your company financially support this project (please reach by e-mail)
**How can I help financing further development of Dear ImGui?**
See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
Sponsors Sponsors
-------- --------
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors. Ongoing Dear ImGui development is currently financially supported by users and private sponsors:
<BR>Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details.
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. *Platinum-chocolate sponsors*
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1)
*Double-chocolate sponsors*
- [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui), [Supercell](https://supercell.com)
*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), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [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)
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!** **THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
@ -203,14 +224,16 @@ Credits
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). 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 include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine). 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.
Sponsoring, maintenance/support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com). 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." 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](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license). Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub. Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.

View File

@ -1,94 +1,111 @@
dear imgui dear imgui
ISSUES & TODO LIST ISSUES & TODO LIST
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues/XXXX
THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker). The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions. It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
- doc: add a proper documentation system (maybe relying on automation? #435) - doc/test: add a proper documentation+regression testing system (#435)
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.). - doc/test: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club? - doc/tips: tips of the day: website? applet in imgui_club?
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki - doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #. - window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass. - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify. - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: begin with *p_open == false could return false. - window: begin with *p_open == false could return false.
- window: get size/pos helpers given names (see discussion in #249) - window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar?
- window: when window is very small, prioritize resize button over close button. - window: when window is very small, prioritize resize button over close button.
- window: double-clicking on title bar to minimize isn't consistent interaction, perhaps move to single-click on left-most collapse icon? - window: detect extra End() call that pop the "Debug" window out and assert at End() call site instead of at end of frame.
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
- window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- window: expose contents size. (#1045) - window: expose contents size. (#1045)
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows. - window: investigate better auto-positioning for new windows.
- window: top most window flag? more z-order contrl? (#2574) - window: top most window flag? (#2574)
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together. - window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- window/child: background options for child windows, border option (disable rounding). - window/child: background options for child windows, border option (disable rounding).
- window/child: allow resizing of child windows (possibly given min/max for each axis?.) - window/child: allow resizing of child windows (possibly given min/max for each axis?.)
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
- window/child: border could be emitted in parent as well.
- window/child: allow SetNextWindowContentSize() to work on child windows. - window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal). - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine. - window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331)
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) - drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) ! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch) - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4(). - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- drawlist: AddRect vs AddLine position confusing (#2441) - drawlist: AddRect vs AddLine position confusing (#2441)
- drawlist: channel splitter should be external helper and not stored in ImDrawList.
- drawlist: Add quadratic bezier curves? (#3127)
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas. - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
- items: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode? - main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
- widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery. - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
- widgets: start exposing PushItemFlag() and ImGuiItemFlags - widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id) - widgets: activate by identifier (trigger button, focus given id)
- widgets: custom glyph/shapes replacements for stock sapes. (also #6090 #2431 #2235 #6517) - widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644)
- widgets: checkbox: checkbox with custom glyph inside frame.
- widgets: coloredit: keep reporting as active when picker is on? - widgets: coloredit: keep reporting as active when picker is on?
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch) - selectable: generic BeginSelectable()/EndSelectable() mechanism.
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch) - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: preserve scrolling when unfocused? - input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816) - input text: expose CursorPos in char filter event (#816)
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009) - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals) - 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: 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: 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: 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: option to Tab after an Enter validation.
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218) - 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. - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890)
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor? - input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- input text: global callback system so user can plug in an expression evaluator easily. (#1691) - input text: global callback system so user can plug in an expression evaluator easily. (#1691)
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
- input text: a way to preview completion (e.g. disabled text completing from the cursor) - input text: a way to preview completion (e.g. disabled text completing from the cursor)
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
- input text: a way for the user to provide syntax coloring. - input text: a way for the user to provide syntax coloring.
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
- input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: support for copy/cut without selection (copy/cut current line?) - input text multi-line: support for cut/paste without selection (cut/paste the current line)
- input text multi-line: line numbers? status bar? (follow up on #200) - input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725) - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
- input text multi-line: better horizontal scrolling support (#383, #1224) - input text multi-line: better horizontal scrolling support (#383, #1224)
@ -108,17 +125,21 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- layout: (R&D) local multi-pass layout mode. - layout: (R&D) local multi-pass layout mode.
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access. - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
- tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
- group: BeginGroup() needs a border option. (~#1496) - group: BeginGroup() needs a border option. (~#1496)
- group: IsItemHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable? - 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) - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
!- color: the color conversion helpers/types are a mess and needs sorting out. !- 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 - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> ImPlot - plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
- (plot: deleted all other todo lines on 2023-06-28) - plot: PlotLines() should use the polygon-stroke facilities, less vertices (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: option/feature: draw the zero line
- plot: option/feature: draw grid, vertical markers
- plot: option/feature: draw unit
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- clipper: ability to disable the clipping through a simple flag/bool. - clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance. - clipper: ability to run without knowing full count in advance.
@ -126,19 +147,28 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- separator: expose flags (#759) - separator: expose flags (#759)
- separator: take indent into consideration (optional) - separator: take indent into consideration (optional)
- separator: width, thickness, centering (#1643, #2657) - separator: width, thickness, centering (#1643)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- docking: merge docking branch (#2109) - dock: merge docking branch (#2109)
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch) - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
- tabs: close button tends to overlap unsaved-document star
- tabs: consider showing the star at the same spot as the close button, like VS Code does.
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351) - tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- tabs: TabItem could honor SetNextItemWidth()?
- tabs: explicit api (even if internal) to cleanly manipulate tab order. - tabs: explicit api (even if internal) to cleanly manipulate tab order.
- tabs: Mouse wheel over tab bar could scroll? (#2702)
- image/image button: misalignment on padded/bordered button? - image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id can be problematic. (#2464, #1390)
- button: provide a button that looks framed. (?)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign) - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: relative dragging? + precision dragging - slider: relative dragging? + precision dragging
@ -150,13 +180,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drag float: power != 0.0f with current value being outside the range keeps the value stuck. - drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper. - combo: use clipper: make it easier to disable clipper with a single flag.
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview() - combo: flag for BeginCombo to not return true when unchanged (#1182)
- 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) - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch) - listbox: multiple selection.
- listbox: unselect option (#1208) - 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 range-select branch) - 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: user may want to initial scroll to focus on the one selected value?
- 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: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
- listbox: scrolling should track modified selection. - listbox: scrolling should track modified selection.
- listbox: future api should allow to enable horizontal scrolling (#2510) - listbox: future api should allow to enable horizontal scrolling (#2510)
@ -168,18 +201,23 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- popups: clicking outside (to close popup) and holding shouldn't drag window below. - popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402) - popups: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197) - popups: border options. richer api like BeginChild() perhaps? (#197)
- popups: flags could be reworked to allow both mouse buttons as index (0..5 and as flags using higher-bit) allowing to or them.
- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced. - popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch) - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too). - menus: menu bars inside modal windows are acting weird.
- status-bar: add a per-window status bar helper similar to what menu-bar does.
- shortcuts: local-style shortcut api, e.g. parse "&Save" - 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,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save")) - 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: 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: 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).
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column) - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
@ -187,6 +225,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581) - tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch. - tree node: leaf/non-leaf highlight mismatch.
- tree node: flag to disable formatting and/or detect "%s"
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?) - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
@ -213,17 +252,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) - 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: 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: 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().... (was: LogButtons() options for specifying depth and/or hiding depth slider) - log: obsolete LogButtons() all together.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves - filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: fix/support/options for overlapping drag sources.
- drag and drop: focus drag target window on hold (even without open) - drag and drop: focus drag target window on hold (even without open)
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143) - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem) - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143) - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration) - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
@ -232,10 +274,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
- markup: simple markup language for color change? (#902, #3130) - node/graph editors (#306) (also see https://github.com/ocornut/imgui/wiki#node-editors)
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
- text: selectable text (for copy) as a generic feature (ItemFlags?) - text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h - text: proper alignment options in imgui_internal.h
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.) - text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
@ -271,14 +316,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before atlas has been built. - font: fix AddRemapChar() to work before atlas has been built.
- font: support for unicode codepoints higher than 0xFFFF? (pr #2815)
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: visual feedback on button press. - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab) - nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
! nav: never clear NavId on some setup (e.g. gamepad centric) ! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: scroll up/down if possible when move request fails
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). - nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
@ -290,19 +338,22 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: NavFlattened: ESC on a flattened child should select something. - nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..). - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?) - nav: simulate right-click or context activation? (SHIFT+F10)
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc. - nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) - nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav/menus: allow pressing Menu to leave a sub-menu. - nav/menus: allow pressing Menu to leave a sub-menu.
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar? - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it? - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do? - nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition? - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
- nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. - nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied - 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: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- 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)
- inputs: support track pad style scrolling & slider edit. - inputs: support track pad style scrolling & slider edit.
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate. - inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
@ -315,9 +366,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api? - misc: use more size_t in public api?
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch) - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
- misc: possible compile-time support for wchar_t instead of char*? - misc: possible compile-time support for wchar_t instead of char*?
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users.
- demo: demonstrate using PushStyleVar() in more details. - demo: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo - demo: add vertical separator demo
- demo: add virtual scrolling example? - demo: add virtual scrolling example?
@ -327,20 +381,23 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- examples: window minimize, maximize (#583) - examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example. - examples: provide a zero frame-rate/idle example.
- examples: dx11/dx12: try to use new swapchain blit models (#2970) - examples: dx11/dx12: try to use new swapchain blit models (#2970)
- backends: move to backends/ folder?
- backends: report it better when not able to create texture? - backends: report it better when not able to create texture?
- backends: apple: example_apple should be using modern GL3.
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) - 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: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: emscriptem: 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) - 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)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private) - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h)
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view) - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
- optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering. - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
- optimization: use another hash function than crc32, e.g. FNV1a - optimization: use another hash function than crc32, e.g. FNV1a
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays - optimization: turn some the various stack vectors into statically-sized arrays

View File

@ -12,7 +12,7 @@ Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indi
### On Ubuntu 14.04+ and macOS ### On Ubuntu 14.04+ and macOS
```bash ```bash
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
``` ```
On macOS, install Allegro with homebrew: `brew install allegro`. On macOS, install Allegro with homebrew: `brew install allegro`.
@ -32,5 +32,5 @@ vcpkg integrate install ; register include / libs in Visual Studio
Build: Build:
``` ```
set ALLEGRODIR=path_to_your_allegro5_folder set ALLEGRODIR=path_to_your_allegro5_folder
cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
``` ```

View File

@ -91,7 +91,6 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -106,7 +105,6 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -124,7 +122,6 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -145,7 +142,6 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -175,7 +171,6 @@
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" /> <ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" /> <None Include="..\README.txt" />
</ItemGroup> </ItemGroup>

View File

@ -52,10 +52,7 @@
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis"> <None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter> <Filter>sources</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None> </None>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -1,10 +1,6 @@
// Dear ImGui: standalone example application for Allegro 5 // Dear ImGui: standalone example application for Allegro 5
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// On Windows, you can install Allegro5 using vcpkg: // On Windows, you can install Allegro5 using vcpkg:
// git clone https://github.com/Microsoft/vcpkg // git clone https://github.com/Microsoft/vcpkg
@ -39,11 +35,11 @@ int main(int, char**)
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplAllegro5_Init(display); ImGui_ImplAllegro5_Init(display);
@ -51,18 +47,17 @@ int main(int, char**)
// Load Fonts // 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 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. // - 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. // - 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 \\ ! // - 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->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //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/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//IM_ASSERT(font != nullptr); //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);
bool show_demo_window = true; bool show_demo_window = true;
bool show_another_window = false; bool show_another_window = false;
@ -74,8 +69,8 @@ int main(int, char**)
{ {
// Poll and handle events (inputs, window resize, etc.) // Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ALLEGRO_EVENT ev; ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev)) while (al_get_next_event(queue, &ev))
@ -99,7 +94,7 @@ int main(int, char**)
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -118,7 +113,7 @@ int main(int, char**)
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }

View File

@ -2,15 +2,13 @@ apply plugin: 'com.android.application'
apply plugin: 'kotlin-android' apply plugin: 'kotlin-android'
android { android {
compileSdkVersion 33 compileSdkVersion 29
buildToolsVersion "33.0.2" buildToolsVersion "30.0.3"
ndkVersion "25.2.9519653" ndkVersion "21.4.7075529"
defaultConfig { defaultConfig {
applicationId "imgui.example.android" applicationId "imgui.example.android"
namespace "imgui.example.android" minSdkVersion 23
minSdkVersion 24 targetSdkVersion 29
targetSdkVersion 33
versionCode 1 versionCode 1
versionName "1.0" versionName "1.0"
} }
@ -22,19 +20,9 @@ android {
} }
} }
compileOptions {
sourceCompatibility JavaVersion.VERSION_11
targetCompatibility JavaVersion.VERSION_11
}
kotlinOptions {
jvmTarget="11"
}
externalNativeBuild { externalNativeBuild {
cmake { cmake {
path "../../CMakeLists.txt" path "../../CMakeLists.txt"
version '3.22.1'
} }
} }
} }

View File

@ -1,5 +1,6 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"> <manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="imgui.example.android">
<application <application
android:label="ImGuiExample" android:label="ImGuiExample"
@ -10,8 +11,7 @@
<activity <activity
android:name="imgui.example.android.MainActivity" android:name="imgui.example.android.MainActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize" android:configChanges="orientation|keyboardHidden|screenSize">
android:exported="false">
<meta-data android:name="android.app.lib_name" <meta-data android:name="android.app.lib_name"
android:value="ImGuiExample" /> android:value="ImGuiExample" />

View File

@ -1,12 +1,12 @@
buildscript { buildscript {
ext.kotlin_version = '1.8.0' ext.kotlin_version = '1.4.31'
repositories { repositories {
google() google()
mavenCentral() mavenCentral()
} }
dependencies { dependencies {
classpath 'com.android.tools.build:gradle:7.4.1' classpath 'com.android.tools.build:gradle:4.1.0'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
} }

View File

@ -1,10 +1,5 @@
// dear imgui: standalone example application for Android + OpenGL ES 3 // 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_android.h" #include "imgui_impl_android.h"
@ -14,84 +9,21 @@
#include <android/asset_manager.h> #include <android/asset_manager.h>
#include <EGL/egl.h> #include <EGL/egl.h>
#include <GLES3/gl3.h> #include <GLES3/gl3.h>
#include <string>
// Data // Data
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY; static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
static EGLSurface g_EglSurface = EGL_NO_SURFACE; static EGLSurface g_EglSurface = EGL_NO_SURFACE;
static EGLContext g_EglContext = EGL_NO_CONTEXT; static EGLContext g_EglContext = EGL_NO_CONTEXT;
static struct android_app* g_App = nullptr; static struct android_app* g_App = NULL;
static bool g_Initialized = false; static bool g_Initialized = false;
static char g_LogTag[] = "ImGuiExample"; static char g_LogTag[] = "ImGuiExample";
static std::string g_IniFilename = "";
// Forward declarations of helper functions // Forward declarations of helper functions
static void Init(struct android_app* app);
static void Shutdown();
static void MainLoopStep();
static int ShowSoftKeyboardInput(); static int ShowSoftKeyboardInput();
static int PollUnicodeChars(); static int PollUnicodeChars();
static int GetAssetData(const char* filename, void** out_data); static int GetAssetData(const char* filename, void** out_data);
// Main code void init(struct android_app* app)
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:
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, nullptr, &out_events, (void**)&out_data) >= 0)
{
// Process one event
if (out_data != nullptr)
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
MainLoopStep();
}
}
void Init(struct android_app* app)
{ {
if (g_Initialized) if (g_Initialized)
return; return;
@ -129,7 +61,7 @@ void Init(struct android_app* app)
if (g_EglContext == EGL_NO_CONTEXT) if (g_EglContext == EGL_NO_CONTEXT)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned 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, nullptr); g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext); eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
} }
@ -138,14 +70,13 @@ void Init(struct android_app* app)
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Redirect loading/saving of .ini file to our location. // Disable loading/saving of .ini file from disk.
// Make sure 'g_IniFilename' persists while we use Dear ImGui. // FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini"; io.IniFilename = NULL;
io.IniFilename = g_IniFilename.c_str();;
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplAndroid_Init(g_App->window); ImGui_ImplAndroid_Init(g_App->window);
@ -153,7 +84,7 @@ void Init(struct android_app* app)
// Load Fonts // 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 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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. // - 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 \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
@ -168,21 +99,21 @@ void Init(struct android_app* app)
//void* font_data; //void* font_data;
//int font_data_size; //int font_data_size;
//ImFont* font; //ImFont* font;
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data); //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data); //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
//IM_ASSERT(font != nullptr); //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_data_size = GetAssetData("ArialUni.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != NULL);
// Arbitrary scale-up // Arbitrary scale-up
// FIXME: Put some effort into DPI awareness // FIXME: Put some effort into DPI awareness
@ -191,14 +122,13 @@ void Init(struct android_app* app)
g_Initialized = true; g_Initialized = true;
} }
void MainLoopStep() void tick()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (g_EglDisplay == EGL_NO_DISPLAY) if (g_EglDisplay == EGL_NO_DISPLAY)
return; return;
// Our state // Our state
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
static bool show_demo_window = true; static bool show_demo_window = true;
static bool show_another_window = false; static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -222,7 +152,7 @@ void MainLoopStep()
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -241,7 +171,7 @@ void MainLoopStep()
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }
@ -264,7 +194,7 @@ void MainLoopStep()
eglSwapBuffers(g_EglDisplay, g_EglSurface); eglSwapBuffers(g_EglDisplay, g_EglSurface);
} }
void Shutdown() void shutdown()
{ {
if (!g_Initialized) if (!g_Initialized)
return; return;
@ -295,29 +225,85 @@ void Shutdown()
g_Initialized = false; g_Initialized = false;
} }
// Helper functions 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. // 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. // Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
static int ShowSoftKeyboardInput() static int ShowSoftKeyboardInput()
{ {
JavaVM* java_vm = g_App->activity->vm; JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = nullptr; JNIEnv* java_env = NULL;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR) if (jni_return == JNI_ERR)
return -1; return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr); jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
if (jni_return != JNI_OK) if (jni_return != JNI_OK)
return -2; return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == nullptr) if (native_activity_clazz == NULL)
return -3; return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V"); jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
if (method_id == nullptr) if (method_id == NULL)
return -4; return -4;
java_env->CallVoidMethod(g_App->activity->clazz, method_id); java_env->CallVoidMethod(g_App->activity->clazz, method_id);
@ -335,22 +321,22 @@ static int ShowSoftKeyboardInput()
static int PollUnicodeChars() static int PollUnicodeChars()
{ {
JavaVM* java_vm = g_App->activity->vm; JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = nullptr; JNIEnv* java_env = NULL;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR) if (jni_return == JNI_ERR)
return -1; return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr); jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
if (jni_return != JNI_OK) if (jni_return != JNI_OK)
return -2; return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == nullptr) if (native_activity_clazz == NULL)
return -3; return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I"); jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
if (method_id == nullptr) if (method_id == NULL)
return -4; return -4;
// Send the actual characters to Dear ImGui // Send the actual characters to Dear ImGui

View File

@ -4,7 +4,7 @@
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one. Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.

View File

@ -1,10 +1,6 @@
// Dear ImGui: standalone example application for OSX + Metal. // Dear ImGui: standalone example application for OSX + Metal.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#import <Foundation/Foundation.h> #import <Foundation/Foundation.h>
@ -21,7 +17,7 @@
#include "imgui_impl_metal.h" #include "imgui_impl_metal.h"
#if TARGET_OS_OSX #if TARGET_OS_OSX
#include "imgui_impl_osx.h" #include "imgui_impl_osx.h"
@interface AppViewController : NSViewController<NSWindowDelegate> @interface AppViewController : NSViewController
@end @end
#else #else
@interface AppViewController : UIViewController @interface AppViewController : UIViewController
@ -58,12 +54,12 @@
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Setup Renderer backend // Setup Renderer backend
ImGui_ImplMetal_Init(_device); ImGui_ImplMetal_Init(_device);
@ -71,18 +67,17 @@
// Load Fonts // 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 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. // - 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.txt' for more instructions and details.
// - 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 \\ ! // - 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->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //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/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//IM_ASSERT(font != nullptr); //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);
return self; return self;
} }
@ -105,8 +100,15 @@
self.mtkView.delegate = self; self.mtkView.delegate = self;
#if TARGET_OS_OSX #if TARGET_OS_OSX
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
owner:self
userInfo:nil];
[self.view addTrackingArea:trackingArea];
ImGui_ImplOSX_Init(self.view); ImGui_ImplOSX_Init(self.view);
[NSApp activateIgnoringOtherApps:YES];
#endif #endif
} }
@ -123,6 +125,8 @@
#endif #endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer]; id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
@ -148,7 +152,7 @@
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -167,7 +171,7 @@
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }
@ -207,18 +211,20 @@
#if TARGET_OS_OSX #if TARGET_OS_OSX
- (void)viewWillAppear // Forward Mouse events to Dear ImGui OSX backend.
{ -(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
[super viewWillAppear]; -(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
self.view.window.delegate = self; -(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)windowWillClose:(NSNotification *)notification -(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
{ -(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
ImGui_ImplMetal_Shutdown(); -(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
ImGui_ImplOSX_Shutdown(); -(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self.view); }
ImGui::DestroyContext(); -(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 #else
@ -232,7 +238,6 @@
UITouch *anyTouch = event.allTouches.anyObject; UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view]; CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO(); ImGuiIO &io = ImGui::GetIO();
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
io.AddMousePosEvent(touchLocation.x, touchLocation.y); io.AddMousePosEvent(touchLocation.x, touchLocation.y);
BOOL hasActiveTouch = NO; BOOL hasActiveTouch = NO;
@ -283,8 +288,9 @@
backing:NSBackingStoreBuffered backing:NSBackingStoreBuffered
defer:NO]; defer:NO];
self.window.contentViewController = rootViewController; self.window.contentViewController = rootViewController;
[self.window orderFront:self];
[self.window center]; [self.window center];
[self.window makeKeyAndOrderFront:self]; [self.window becomeKeyWindow];
} }
return self; return self;
} }

View File

@ -1,10 +1,6 @@
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline // Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#import <Cocoa/Cocoa.h> #import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h> #import <OpenGL/gl.h>
@ -45,12 +41,12 @@
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplOSX_Init(self); ImGui_ImplOSX_Init(self);
@ -59,24 +55,22 @@
// Load Fonts // 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 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. // - 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.txt' for more instructions and details.
// - 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 \\ ! // - 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->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //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/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//IM_ASSERT(font != nullptr); //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 -(void)updateAndDrawDemoView
{ {
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_NewFrame(); ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOSX_NewFrame(self); ImGui_ImplOSX_NewFrame(self);
ImGui::NewFrame(); ImGui::NewFrame();
@ -90,7 +84,7 @@
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -109,7 +103,7 @@
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }
@ -148,6 +142,26 @@
-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; } -(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
-(void)dealloc { animationTimer = nil; } -(void)dealloc { animationTimer = nil; }
//-----------------------------------------------------------------------------------
// Input processing
//-----------------------------------------------------------------------------------
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
// 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); }
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(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)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 @end
//----------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------

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@ -1,12 +1,12 @@
# #
# Makefile to use with SDL+emscripten # Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html # See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions. # for installation instructions.
# #
# This Makefile assumes you have loaded emscripten's environment. # This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) # (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
# #
# Running `make -f Makefile.emscripten` will produce three files: # Running `make` will produce three files:
# - web/index.html # - web/index.html
# - web/index.js # - web/index.js
# - web/index.wasm # - web/index.wasm
@ -20,7 +20,7 @@ EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.cpp 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)/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_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CPPFLAGS = CPPFLAGS =
@ -60,8 +60,7 @@ endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g #CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS) CPPFLAGS += -Wall -Wformat -Os $(EMS)
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html LDFLAGS += --shell-file shell_minimal.html $(EMS)
LDFLAGS += $(EMS)
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## BUILD RULES ## BUILD RULES

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@ -0,0 +1,26 @@
## 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.
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make` while in the `example_emscripten_opengl3/` directory.
## How to Run
To run on a local machine:
- `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 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`.
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
## Obsolete features:
- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`

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@ -0,0 +1,174 @@
// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
// (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
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <emscripten.h>
#include <SDL.h>
#include <SDL_opengles2.h>
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
SDL_Window* g_Window = NULL;
SDL_GLContext g_GLContext = NULL;
// For clarity, our main loop code is declared at the end.
static void main_loop(void*);
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
// run this code on Chrome for Android for example.
const char* glsl_version = "#version 100";
//const char* glsl_version = "#version 300 es";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
g_GLContext = SDL_GL_CreateContext(g_Window);
if (!g_GLContext)
{
fprintf(stderr, "Failed to initialize WebGL context!\n");
return 1;
}
SDL_GL_SetSwapInterval(1); // Enable vsync
// 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_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
ImGui_ImplOpenGL3_Init(glsl_version);
// 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 call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
}
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.
// 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);
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
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!).
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();
SDL_GL_MakeCurrent(g_Window, g_GLContext);
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());
SDL_GL_SwapWindow(g_Window);
}

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@ -6,7 +6,6 @@
<title>Dear ImGui Emscripten example</title> <title>Dear ImGui Emscripten example</title>
<style> <style>
body { margin: 0; background-color: black } body { margin: 0; background-color: black }
/* FIXME: with our GLFW example this block seems to break resizing and io.DisplaySize gets stuck */
.emscripten { .emscripten {
position: absolute; position: absolute;
top: 0px; top: 0px;

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@ -6,7 +6,7 @@
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. - You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory. - Then build using `make` while in the `example_emscripten_wgpu/` directory.
- Requires recent Emscripten as WGPU is still a work-in-progress API. - Requires recent Emscripten as WGPU is still a work-in-progress API.

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@ -1,77 +1,56 @@
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU // 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/) // (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.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_wgpu.h" #include "imgui_impl_wgpu.h"
#include <stdio.h> #include <stdio.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h> #include <emscripten.h>
#include <emscripten/html5.h> #include <emscripten/html5.h>
#include <emscripten/html5_webgpu.h> #include <emscripten/html5_webgpu.h>
#endif
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <webgpu/webgpu.h> #include <webgpu/webgpu.h>
#include <webgpu/webgpu_cpp.h> #include <webgpu/webgpu_cpp.h>
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
// Global WebGPU required states // Global WebGPU required states
static WGPUDevice wgpu_device = nullptr; static WGPUDevice wgpu_device = NULL;
static WGPUSurface wgpu_surface = nullptr; static WGPUSurface wgpu_surface = NULL;
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm; static WGPUSwapChain wgpu_swap_chain = NULL;
static WGPUSwapChain wgpu_swap_chain = nullptr;
static int wgpu_swap_chain_width = 0; static int wgpu_swap_chain_width = 0;
static int wgpu_swap_chain_height = 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 // Forward declarations
static bool InitWGPU(); static bool init_wgpu();
static void CreateSwapChain(int width, int height); 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*);
static void glfw_error_callback(int error, const char* description)
{
printf("GLFW Error %d: %s\n", error, description);
}
static void wgpu_error_callback(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);
}
// Main code
int main(int, char**) int main(int, char**)
{ {
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(print_glfw_error);
if (!glfwInit()) if (!glfwInit())
return 1; return 1;
// Make sure GLFW does not initialize any graphics context. // Make sure GLFW does not initialize any graphics context.
// This needs to be done explicitly later. // This needs to be done explicitly later
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
if (window == nullptr) GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
if (!window)
{
glfwTerminate();
return 1; return 1;
}
// Initialize the WebGPU environment // Initialize the WebGPU environment
if (!InitWGPU()) if (!init_wgpu())
{ {
if (window) if (window)
glfwDestroyWindow(window); glfwDestroyWindow(window);
@ -84,74 +63,97 @@ int main(int, char**)
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true); ImGui_ImplGlfw_InitForOther(window, true);
#ifdef __EMSCRIPTEN__ ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif
ImGui_ImplWGPU_InitInfo init_info;
init_info.Device = wgpu_device;
init_info.NumFramesInFlight = 3;
init_info.RenderTargetFormat = wgpu_preferred_fmt;
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
ImGui_ImplWGPU_Init(&init_info);
// Load Fonts // 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 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. // - 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. // - 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 \\ ! // - 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. // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); //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); //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != NULL);
#endif #endif
// Our state // This function will directly return and exit the main function.
bool show_demo_window = true; // Make sure that no required objects get cleaned up.
bool show_another_window = false; // This way we can use the browsers 'requestAnimationFrame' to control the rendering.
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); emscripten_set_main_loop_arg(main_loop, window, 0, false);
// Main loop return 0;
#ifdef __EMSCRIPTEN__ }
// 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. static bool init_wgpu()
io.IniFilename = nullptr; {
EMSCRIPTEN_MAINLOOP_BEGIN wgpu_device = emscripten_webgpu_get_device();
#else if (!wgpu_device)
while (!glfwWindowShouldClose(window)) return false;
#endif
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)
{ {
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
// React to changes in screen size
int width, height; int width, height;
glfwGetFramebufferSize((GLFWwindow*) window, &width, &height); glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
// React to changes in screen size
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height) if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
{ {
ImGui_ImplWGPU_InvalidateDeviceObjects(); ImGui_ImplWGPU_InvalidateDeviceObjects();
CreateSwapChain(width, height);
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(); ImGui_ImplWGPU_CreateDeviceObjects();
} }
@ -164,7 +166,7 @@ int main(int, char**)
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -183,7 +185,7 @@ int main(int, char**)
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }
@ -203,78 +205,41 @@ int main(int, char**)
WGPURenderPassColorAttachment color_attachments = {}; WGPURenderPassColorAttachment color_attachments = {};
color_attachments.loadOp = WGPULoadOp_Clear; color_attachments.loadOp = WGPULoadOp_Clear;
color_attachments.storeOp = WGPUStoreOp_Store; color_attachments.storeOp = WGPUStoreOp_Store;
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; color_attachments.clearColor = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
WGPURenderPassDescriptor render_pass_desc = {}; WGPURenderPassDescriptor render_pass_desc = {};
render_pass_desc.colorAttachmentCount = 1; render_pass_desc.colorAttachmentCount = 1;
render_pass_desc.colorAttachments = &color_attachments; render_pass_desc.colorAttachments = &color_attachments;
render_pass_desc.depthStencilAttachment = nullptr; render_pass_desc.depthStencilAttachment = NULL;
WGPUCommandEncoderDescriptor enc_desc = {}; WGPUCommandEncoderDescriptor enc_desc = {};
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
wgpuRenderPassEncoderEnd(pass); wgpuRenderPassEncoderEndPass(pass);
WGPUCommandBufferDescriptor cmd_buffer_desc = {}; WGPUCommandBufferDescriptor cmd_buffer_desc = {};
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
wgpuQueueSubmit(queue, 1, &cmd_buffer); wgpuQueueSubmit(queue, 1, &cmd_buffer);
} }
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup static void print_glfw_error(int error, const char* description)
ImGui_ImplWGPU_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
static bool InitWGPU()
{ {
wgpu_device = emscripten_webgpu_get_device(); printf("Glfw Error %d: %s\n", error, description);
if (!wgpu_device)
return false;
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
// 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;
wgpu::Instance instance = wgpuCreateInstance(nullptr);
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
wgpu::Adapter adapter = {};
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
wgpu_surface = surface.MoveToCHandle();
return true;
} }
static void CreateSwapChain(int width, int height) static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
{ {
if (wgpu_swap_chain) const char* error_type_lbl = "";
wgpuSwapChainRelease(wgpu_swap_chain); switch (error_type)
wgpu_swap_chain_width = width; {
wgpu_swap_chain_height = height; case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
WGPUSwapChainDescriptor swap_chain_desc = {}; case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
swap_chain_desc.format = wgpu_preferred_fmt; case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
swap_chain_desc.width = width; default: error_type_lbl = "Unknown";
swap_chain_desc.height = height; }
swap_chain_desc.presentMode = WGPUPresentMode_Fifo; printf("%s error: %s\n", error_type_lbl, message);
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
} }

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@ -14,10 +14,10 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib LIBS += -L/usr/local/lib -L/opt/homebrew/lib
LIBS += -lglfw LIBS += -lglfw
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)

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@ -1,11 +1,7 @@
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline // Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
@ -31,28 +27,27 @@ int main(int, char**)
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup style // Setup style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Load Fonts // 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 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. // - 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.txt' for more instructions and details.
// - 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 \\ ! // - 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->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //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/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//IM_ASSERT(font != nullptr); //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);
// Setup window // Setup window
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(glfw_error_callback);
@ -61,8 +56,8 @@ int main(int, char**)
// Create window with graphics context // Create window with graphics context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
if (window == nullptr) if (window == NULL)
return 1; return 1;
id <MTLDevice> device = MTLCreateSystemDefaultDevice(); id <MTLDevice> device = MTLCreateSystemDefaultDevice();
@ -93,8 +88,8 @@ int main(int, char**)
{ {
// Poll and handle events (inputs, window resize, etc.) // Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
@ -120,7 +115,7 @@ int main(int, char**)
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -139,7 +134,7 @@ int main(int, char**)
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }

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@ -22,7 +22,7 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat CXXFLAGS += -g -Wall -Wformat
LIBS = LIBS =

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@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp @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 @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -91,7 +91,6 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -106,7 +105,6 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -124,7 +122,6 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -145,7 +142,6 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -176,7 +172,6 @@
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" /> <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" /> <None Include="..\README.txt" />
</ItemGroup> </ItemGroup>

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@ -55,10 +55,7 @@
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis"> <None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter> <Filter>sources</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None> </None>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -1,11 +1,7 @@
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline // Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_glfw_opengl2/ folder** // **Prefer using the code in the example_glfw_opengl2/ folder**
@ -29,19 +25,17 @@
static void glfw_error_callback(int error, const char* description) static void glfw_error_callback(int error, const char* description)
{ {
fprintf(stderr, "GLFW Error %d: %s\n", error, description); fprintf(stderr, "Glfw Error %d: %s\n", error, description);
} }
// Main code
int main(int, char**) int main(int, char**)
{ {
// Setup window
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) if (!glfwInit())
return 1; return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
// Create window with graphics context if (window == NULL)
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
if (window == nullptr)
return 1; return 1;
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync glfwSwapInterval(1); // Enable vsync
@ -50,12 +44,12 @@ int main(int, char**)
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplGlfw_InitForOpenGL(window, true);
@ -64,18 +58,17 @@ int main(int, char**)
// Load Fonts // 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 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. // - 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. // - 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 \\ ! // - 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->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //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/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//IM_ASSERT(font != nullptr); //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);
// Our state // Our state
bool show_demo_window = true; bool show_demo_window = true;
@ -87,8 +80,8 @@ int main(int, char**)
{ {
// Poll and handle events (inputs, window resize, etc.) // Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
@ -101,7 +94,7 @@ int main(int, char**)
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -120,7 +113,7 @@ int main(int, char**)
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }

View File

@ -23,7 +23,7 @@ OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGL LINUX_GL_LIBS = -lGL
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat CXXFLAGS += -g -Wall -Wformat
LIBS = LIBS =

View File

@ -1,91 +0,0 @@
#
# Makefile to use with GLFW+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 -f Makefile.emscripten` will produce three files:
# - web/index.html
# - 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.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_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CPPFLAGS =
LDFLAGS =
EMS =
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(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 ../libs/emscripten/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 -rf $(OBJS) $(WEB_DIR)

View File

@ -5,4 +5,4 @@
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp @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 @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -91,7 +91,6 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -106,7 +105,6 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -124,7 +122,6 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -145,7 +142,6 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -177,7 +173,6 @@
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" /> <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" /> <None Include="..\README.txt" />
</ItemGroup> </ItemGroup>

View File

@ -58,10 +58,7 @@
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis"> <None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter> <Filter>sources</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None> </None>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -1,17 +1,12 @@
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline // Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
#include <stdio.h> #include <stdio.h>
#define GL_SILENCE_DEPRECATION
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h> #include <GLES2/gl2.h>
#endif #endif
@ -24,19 +19,14 @@
#pragma comment(lib, "legacy_stdio_definitions") #pragma comment(lib, "legacy_stdio_definitions")
#endif #endif
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
static void glfw_error_callback(int error, const char* description) static void glfw_error_callback(int error, const char* description)
{ {
fprintf(stderr, "GLFW Error %d: %s\n", error, description); fprintf(stderr, "Glfw Error %d: %s\n", error, description);
} }
// Main code
int main(int, char**) int main(int, char**)
{ {
// Setup window
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) if (!glfwInit())
return 1; return 1;
@ -65,8 +55,8 @@ int main(int, char**)
#endif #endif
// Create window with graphics context // Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
if (window == nullptr) if (window == NULL)
return 1; return 1;
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync glfwSwapInterval(1); // Enable vsync
@ -75,36 +65,31 @@ int main(int, char**)
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts // 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 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. // - 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. // - 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 \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //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/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//IM_ASSERT(font != nullptr); //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);
// Our state // Our state
bool show_demo_window = true; bool show_demo_window = true;
@ -112,19 +97,12 @@ int main(int, char**)
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop // Main loop
#ifdef __EMSCRIPTEN__
// 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 = nullptr;
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
#endif
{ {
// Poll and handle events (inputs, window resize, etc.) // Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
@ -137,7 +115,7 @@ int main(int, char**)
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -156,7 +134,7 @@ int main(int, char**)
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }
@ -181,9 +159,6 @@ int main(int, char**)
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
// Cleanup // Cleanup
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();

View File

@ -10,7 +10,6 @@ if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif() endif()
set(CMAKE_CXX_STANDARD 11)
set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES") set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")

View File

@ -7,8 +7,8 @@
@set OUT_DIR=Debug @set OUT_DIR=Debug
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release @set OUT_DIR=Release
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -6,8 +6,8 @@
@set OUT_DIR=Debug @set OUT_DIR=Debug
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release @set OUT_DIR=Release
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -92,7 +92,6 @@
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -108,7 +107,6 @@
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -127,7 +125,6 @@
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -149,7 +146,6 @@
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -180,7 +176,6 @@
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" /> <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" /> <None Include="..\README.txt" />
</ItemGroup> </ItemGroup>

View File

@ -55,10 +55,7 @@
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis"> <None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter> <Filter>sources</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None> </None>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -1,10 +1,6 @@
// Dear ImGui: standalone example application for Glfw + Vulkan // Dear ImGui: standalone example application for Glfw + Vulkan
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
@ -22,7 +18,6 @@
#define GLFW_INCLUDE_VULKAN #define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
//#include <vulkan/vulkan_beta.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. // [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. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
@ -31,13 +26,12 @@
#pragma comment(lib, "legacy_stdio_definitions") #pragma comment(lib, "legacy_stdio_definitions")
#endif #endif
//#define APP_USE_UNLIMITED_FRAME_RATE //#define IMGUI_UNLIMITED_FRAME_RATE
#ifdef _DEBUG #ifdef _DEBUG
#define APP_USE_VULKAN_DEBUG_REPORT #define IMGUI_VULKAN_DEBUG_REPORT
#endif #endif
// Data static VkAllocationCallbacks* g_Allocator = NULL;
static VkAllocationCallbacks* g_Allocator = nullptr;
static VkInstance g_Instance = VK_NULL_HANDLE; static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE; static VkDevice g_Device = VK_NULL_HANDLE;
@ -51,10 +45,6 @@ static ImGui_ImplVulkanH_Window g_MainWindowData;
static int g_MinImageCount = 2; static int g_MinImageCount = 2;
static bool g_SwapChainRebuild = false; static bool g_SwapChainRebuild = false;
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
static void check_vk_result(VkResult err) static void check_vk_result(VkResult err)
{ {
if (err == 0) if (err == 0)
@ -64,53 +54,16 @@ static void check_vk_result(VkResult err)
abort(); abort();
} }
#ifdef APP_USE_VULKAN_DEBUG_REPORT #ifdef IMGUI_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{ {
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE; return VK_FALSE;
} }
#endif // APP_USE_VULKAN_DEBUG_REPORT #endif // IMGUI_VULKAN_DEBUG_REPORT
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension) static void SetupVulkan(const char** extensions, uint32_t extensions_count)
{
for (const VkExtensionProperties& p : properties)
if (strcmp(p.extensionName, extension) == 0)
return true;
return false;
}
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
{
uint32_t gpu_count;
VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
ImVector<VkPhysicalDevice> gpus;
gpus.resize(gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
check_vk_result(err);
// 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.
for (VkPhysicalDevice& device : gpus)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(device, &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
return device;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if (gpu_count > 0)
return gpus[0];
return VK_NULL_HANDLE;
}
static void SetupVulkan(ImVector<const char*> instance_extensions)
{ {
VkResult err; VkResult err;
@ -118,61 +71,80 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{ {
VkInstanceCreateInfo create_info = {}; VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.enabledExtensionCount = extensions_count;
// Enumerate available extensions create_info.ppEnabledExtensionNames = extensions;
uint32_t properties_count; #ifdef IMGUI_VULKAN_DEBUG_REPORT
ImVector<VkExtensionProperties> properties;
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
properties.resize(properties_count);
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
check_vk_result(err);
// Enable required extensions
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
{
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
}
#endif
// Enabling validation layers // Enabling validation layers
#ifdef APP_USE_VULKAN_DEBUG_REPORT
const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
create_info.enabledLayerCount = 1; create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers; create_info.ppEnabledLayerNames = layers;
instance_extensions.push_back("VK_EXT_debug_report");
#endif // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
extensions_ext[extensions_count] = "VK_EXT_debug_report";
create_info.enabledExtensionCount = extensions_count + 1;
create_info.ppEnabledExtensionNames = extensions_ext;
// Create Vulkan Instance // Create Vulkan Instance
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
create_info.ppEnabledExtensionNames = instance_extensions.Data;
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err); check_vk_result(err);
free(extensions_ext);
// Get the function pointer (required for any extensions)
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
// Setup the debug report callback // Setup the debug report callback
#ifdef APP_USE_VULKAN_DEBUG_REPORT
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report; debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = nullptr; debug_report_ci.pUserData = NULL;
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err); check_vk_result(err);
#else
// Create Vulkan Instance without any debug feature
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
IM_UNUSED(g_DebugReport);
#endif #endif
} }
// Select Physical Device (GPU) // Select GPU
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice(); {
uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
check_vk_result(err);
// 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);
}
// Select graphics queue family // Select graphics queue family
{ {
uint32_t count; uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr); vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
for (uint32_t i = 0; i < count; i++) for (uint32_t i = 0; i < count; i++)
@ -187,20 +159,8 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
// Create Logical Device (with 1 queue) // Create Logical Device (with 1 queue)
{ {
ImVector<const char*> device_extensions; int device_extension_count = 1;
device_extensions.push_back("VK_KHR_swapchain"); const char* device_extensions[] = { "VK_KHR_swapchain" };
// Enumerate physical device extension
uint32_t properties_count;
ImVector<VkExtensionProperties> properties;
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
properties.resize(properties_count);
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
#endif
const float queue_priority[] = { 1.0f }; const float queue_priority[] = { 1.0f };
VkDeviceQueueCreateInfo queue_info[1] = {}; VkDeviceQueueCreateInfo queue_info[1] = {};
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
@ -211,25 +171,33 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
create_info.pQueueCreateInfos = queue_info; create_info.pQueueCreateInfos = queue_info;
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size; create_info.enabledExtensionCount = device_extension_count;
create_info.ppEnabledExtensionNames = device_extensions.Data; create_info.ppEnabledExtensionNames = device_extensions;
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
check_vk_result(err); check_vk_result(err);
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
} }
// Create Descriptor Pool // Create Descriptor Pool
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
// If you wish to load e.g. additional textures you may need to alter pools sizes.
{ {
VkDescriptorPoolSize pool_sizes[] = VkDescriptorPoolSize pool_sizes[] =
{ {
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 }, { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
}; };
VkDescriptorPoolCreateInfo pool_info = {}; VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1; pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes; pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
@ -258,7 +226,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode // Select Present Mode
#ifdef APP_USE_UNLIMITED_FRAME_RATE #ifdef IMGUI_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else #else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
@ -275,11 +243,11 @@ static void CleanupVulkan()
{ {
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
#ifdef APP_USE_VULKAN_DEBUG_REPORT #ifdef IMGUI_VULKAN_DEBUG_REPORT
// Remove the debug report callback // Remove the debug report callback
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // APP_USE_VULKAN_DEBUG_REPORT #endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator); vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator); vkDestroyInstance(g_Instance, g_Allocator);
@ -376,31 +344,33 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
return; return;
} }
check_vk_result(err); check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
} }
// Main code
int main(int, char**) int main(int, char**)
{ {
// Setup GLFW window
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) if (!glfwInit())
return 1; return 1;
// Create window with Vulkan context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
// Setup Vulkan
if (!glfwVulkanSupported()) if (!glfwVulkanSupported())
{ {
printf("GLFW: Vulkan Not Supported\n"); printf("GLFW: Vulkan Not Supported\n");
return 1; return 1;
} }
ImVector<const char*> extensions;
uint32_t extensions_count = 0; uint32_t extensions_count = 0;
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count); const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
for (uint32_t i = 0; i < extensions_count; i++) SetupVulkan(extensions, extensions_count);
extensions.push_back(glfw_extensions[i]);
SetupVulkan(extensions);
// Create Window Surface // Create Window Surface
VkSurfaceKHR surface; VkSurfaceKHR surface;
@ -417,12 +387,12 @@ int main(int, char**)
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan(window, true); ImGui_ImplGlfw_InitForVulkan(window, true);
@ -434,30 +404,58 @@ int main(int, char**)
init_info.Queue = g_Queue; init_info.Queue = g_Queue;
init_info.PipelineCache = g_PipelineCache; init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool; init_info.DescriptorPool = g_DescriptorPool;
init_info.RenderPass = wd->RenderPass;
init_info.Subpass = 0; init_info.Subpass = 0;
init_info.MinImageCount = g_MinImageCount; init_info.MinImageCount = g_MinImageCount;
init_info.ImageCount = wd->ImageCount; init_info.ImageCount = wd->ImageCount;
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
init_info.Allocator = g_Allocator; init_info.Allocator = g_Allocator;
init_info.CheckVkResultFn = check_vk_result; init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info); ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// Load Fonts // 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 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. // - 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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - 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. // - 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. // - 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 \\ ! // - 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->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //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/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//IM_ASSERT(font != nullptr); //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);
// Upload Fonts
{
// Use any command queue
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
err = vkResetCommandPool(g_Device, command_pool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo begin_info = {};
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(command_buffer, &begin_info);
check_vk_result(err);
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
VkSubmitInfo end_info = {};
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
end_info.commandBufferCount = 1;
end_info.pCommandBuffers = &command_buffer;
err = vkEndCommandBuffer(command_buffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
check_vk_result(err);
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
// Our state // Our state
bool show_demo_window = true; bool show_demo_window = true;
@ -469,8 +467,8 @@ int main(int, char**)
{ {
// Poll and handle events (inputs, window resize, etc.) // Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents(); glfwPollEvents();
@ -497,7 +495,7 @@ int main(int, char**)
if (show_demo_window) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -516,7 +514,7 @@ int main(int, char**)
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }

View File

@ -17,7 +17,7 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat CXXFLAGS += -g -Wall -Wformat
LIBS = LIBS =

View File

@ -91,7 +91,6 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -106,7 +105,6 @@
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -124,7 +122,6 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -145,7 +142,6 @@
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -176,7 +172,6 @@
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" /> <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" /> <None Include="..\README.txt" />
</ItemGroup> </ItemGroup>

View File

@ -55,10 +55,7 @@
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis"> <None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter> <Filter>sources</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None> </None>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -1,10 +1,6 @@
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline // Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Learn about Dear ImGui: // Read online: https://github.com/ocornut/imgui/tree/master/docs
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! 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. !!! // !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
@ -21,7 +17,6 @@
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glut.h" #include "imgui_impl_glut.h"
#include "imgui_impl_opengl2.h" #include "imgui_impl_opengl2.h"
#define GL_SILENCE_DEPRECATION
#ifdef __APPLE__ #ifdef __APPLE__
#include <GLUT/glut.h> #include <GLUT/glut.h>
#else #else
@ -32,93 +27,18 @@
#pragma warning (disable: 4505) // unreferenced local function has been removed #pragma warning (disable: 4505) // unreferenced local function has been removed
#endif #endif
// Forward declarations of helper functions
void MainLoopStep();
// Our state // Our state
static bool show_demo_window = true; static bool show_demo_window = true;
static bool show_another_window = false; static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
int main(int argc, char** argv) void my_display_code()
{ {
// Create GLUT window
glutInit(&argc, argv);
#ifdef __FREEGLUT_EXT_H__
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
#endif
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutInitWindowSize(1280, 720);
glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
// Setup GLUT display function
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
glutDisplayFunc(MainLoopStep);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
ImGui_ImplGLUT_Init();
ImGui_ImplOpenGL2_Init();
// Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ImGui_ImplGLUT_InstallFuncs();
// 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 a nullptr. 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.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - 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 \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Main loop
glutMainLoop();
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplGLUT_Shutdown();
ImGui::DestroyContext();
return 0;
}
void MainLoopStep()
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplGLUT_NewFrame();
ImGui::NewFrame();
ImGuiIO& io = ImGui::GetIO();
// 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!). // 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) if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window); ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named 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 float f = 0.0f;
static int counter = 0; static int counter = 0;
@ -137,7 +57,7 @@ void MainLoopStep()
ImGui::SameLine(); ImGui::SameLine();
ImGui::Text("counter = %d", counter); ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End(); ImGui::End();
} }
@ -150,9 +70,19 @@ void MainLoopStep()
show_another_window = false; show_another_window = false;
ImGui::End(); ImGui::End();
} }
}
void glut_display_func()
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplGLUT_NewFrame();
my_display_code();
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
@ -162,3 +92,64 @@ void MainLoopStep()
glutSwapBuffers(); glutSwapBuffers();
glutPostRedisplay(); glutPostRedisplay();
} }
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
int main(int argc, char** argv)
{
// Create GLUT window
glutInit(&argc, argv);
#ifdef __FREEGLUT_EXT_H__
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
#endif
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutInitWindowSize(1280, 720);
glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
// Setup GLUT display function
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
glutDisplayFunc(glut_display_func);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer backends
ImGui_ImplGLUT_Init();
ImGui_ImplGLUT_InstallFuncs();
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.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 \\ !
//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);
glutMainLoop();
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplGLUT_Shutdown();
ImGui::DestroyContext();
return 0;
}

View File

@ -17,7 +17,7 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) CXXFLAGS += -I$(IMGUI_DIR)
CXXFLAGS += -g -Wall -Wformat CXXFLAGS += -g -Wall -Wformat
LIBS = LIBS =
@ -52,7 +52,7 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X" ECHO_MESSAGE = "Mac OS X"
ifeq ($(WITH_EXTRA_WARNINGS), 1) ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-poison-system-directories CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long -Wno-poison-system-directories
endif endif
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif 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. @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug mkdir Debug
cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib

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