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v1.61 ... v1.66

Author SHA1 Message Date
da3c4330c1 Version 1.66 2018-11-22 15:11:52 +01:00
c00a3bd98f Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) 2018-11-21 18:43:25 +01:00
a5cf227503 Added link to experimental imgui_scoped.h PR/thread (#2197, #2096) 2018-11-21 18:31:22 +01:00
be66f94639 Examples: OpenGL3: More explicit testing for == GL_UPPER_LEFT in case glGetIntegerv(GL_CLIP_ORIGIN is not honored properly. (#2186, #2195) Fix f52f0a5277 2018-11-21 18:24:24 +01:00
cc4b1f9e47 Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window and highlight has been previously disabled by the mouse. (#787) 2018-11-21 16:07:04 +01:00
b9ae9bb1e3 Internals: Using GetOverlayDrawList(ImGuiWindow*) to match syntax of viewport/master branches. Fixed compiling with IMGUI_DEBUG_NAV_RECTS 2018-11-21 15:37:29 +01:00
50c43d1c8e Removed unnecessary ImGui:: prefixes. 2018-11-15 16:43:05 +01:00
6b4443755d Internals: Added FindWindowByID() helper. (#2190) 2018-11-15 16:41:48 +01:00
aa668c410a Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168) + adding a else block to make NavCalcPreferredRefPos() more explicit. 2018-11-15 13:56:27 +01:00
f52f0a5277 Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186) 2018-11-13 18:54:02 +01:00
19b4fcdacb Made IsWindowFocused() work outside of NewFrame()-EndFrame() and added comments about how ImGuiFocusedFlags_AnyWindow should NOT be used in place of io.WantCaptureMouse. (#2185) 2018-11-13 11:23:15 +01:00
5b1394c5ac Update README.md 2018-11-09 15:02:19 +01:00
6c1ae6cc71 Internals: DragBehavior: Added support for ImGuiDragFlags_Vertical to implement a vertical drag widget (no frontend function provided). 2018-11-09 14:41:40 +01:00
6d7677534f Internals: SliderBehavior: Using axis indexing. 2018-11-09 14:31:14 +01:00
772354377b Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759) 2018-11-08 16:24:41 +01:00
9d155c73bc Examples: Misc comments mainly related to GLFW callbacks. (#1759) 2018-11-08 16:06:22 +01:00
a419d46205 Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) 2018-11-08 15:14:09 +01:00
131bf5ee4a Examples: SDL: Tweaked Windows instructions and batch files. (#2175) 2018-11-06 09:51:21 +01:00
f388216ff0 Examples: GLFW: VS2015 project link with legacy_stdio_definitions.lib in order to link with the precompiled VS2010 GLFW3.lib we provide. (#2010, #2043, #2091) 2018-11-05 17:28:09 +01:00
c808eb92c6 Config: Added IMGUI_DISABLE_WIN32_FUNCTIONS to disable linking with _any_ Win32 function, as a general forward compatible measure. 2018-11-05 17:28:00 +01:00
eb592bf7d3 ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173). Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing. 2018-11-05 14:49:17 +01:00
1441756a0f Doc: Fixed comments referring to LoadFromFileTTF() instead of AddFontFromFileTTF() (#2153) 2018-11-05 14:17:51 +01:00
2e6e1bec58 Examples: Add missing include guards (#2166) 2018-11-01 20:56:36 +01:00
ed0f7004d0 Examples: Vulkan: Avoid unreferenced parameter warning. (#2162) 2018-10-30 21:15:30 +01:00
7fa3e71abb Internals: Moved the FocusableItemUnregister() outside of InputScalarAsWidgetReplacement(), it should not be here and doesn't facilitate reusing InputScalarAsWidgetReplacement(). (cc #2155) 2018-10-30 10:48:21 +01:00
Hui
e6db078eda gladLoadGL() return 0 to indicate failure (#2157) 2018-10-29 15:51:32 +01:00
f3e642322f Demo: Removed one level of indentation in the ShowDemoWindowXXX functions (6 kb worth of spaces!). Will break some merge/PR. 2018-10-25 23:40:33 +02:00
eed1fba157 Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152) 2018-10-25 23:34:05 +02:00
faecf90383 SliderAngle: Added optional format argument to allow users customize precision and make localization. (#2150) 2018-10-25 22:29:29 +02:00
12c72d2893 Fixed OpenGL texture loading example in comment + Discourse link to root of discourse 2018-10-25 21:32:29 +02:00
a72d5ada61 Misc comments improvements 2018-10-25 19:02:43 +02:00
ac9aaf4b6e Comments in demo and opengl code + Internals: Added HoveredIdNotActiveTimer tracking hovering time unless the item is active, which is a commonly useful pattern. 2018-10-25 17:45:48 +02:00
e610afeea3 Font readme: Added OpenFontIcons, tweaks, links, removed spaces (#2141) 2018-10-22 11:54:57 +02:00
82873c7ad4 Update README.md 2018-10-18 10:44:14 +02:00
745f01022e Examples: Downgraded Xcode project object version (50->48) to support Xcode 9.2 (last version supported on macOS 10.12) (#2133, #1929) 2018-10-17 10:48:53 +02:00
31fd6c585a Removed unnecessary ImGui:: qualifiers in internal code. 2018-10-17 10:47:27 +02:00
b4488d4f48 Examples: Downgraded Xcode project object version (50->48) to support Xcode 9.2 (last version supported on macOS 10.12) (#2133) 2018-10-17 10:46:49 +02:00
000c1fc221 Demo: Added comments / tweaks related to the popups. 2018-10-16 10:25:32 +02:00
5be915d6ab Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787) 2018-10-15 18:23:18 +02:00
90b50bd4c3 Window: Added ImGuiWindowFlags_NoBackground flag for consistency and to ease creating new flag combinations. Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse. (#1660) 2018-10-15 18:16:49 +02:00
8606d9fa11 Fix Clang/GCC's null-conversion warning: (#2081)
The warning is "implicit conversion of NULL constant to 'unsigned int' [-Wnull-conversion]". Happens when ImTextureID is not a void*, but unsigned int, for example.
2018-10-15 17:07:06 +02:00
b039dbc62e Update README.md 2018-10-15 08:34:42 +02:00
edb06a6c4d Fixed typo in misc/README.txt (#2131) 2018-10-14 08:43:06 +02:00
ca753829cb Revert using wchar_t functions (9cf94d5 + 2eaf5b0). Big mistake, wchar_t is not guaranteed to be 16-bits. 2018-10-12 15:48:38 +02:00
28953208d4 Tests: Added imgui-test engine hooks (experimental). 2018-10-12 15:47:15 +02:00
ede3a3b92d Fixes crash introduced in previous commit 9cf94d5. 2018-10-12 13:29:13 +02:00
9cf94d5dd6 RenderText(), InputTextMultiline(): Optimization for large text by using memchr, wmemchr, wcschr when appropriate. 2018-10-12 12:34:47 +02:00
0fe48cbb61 Renamed misc/stl/imgui_stl.h,.cpp to misc/cpp/imgui_stdlib.h in prevision for other files.(#2035, #2096)
Added misc/README file.
2018-10-12 11:16:51 +02:00
74c0309126 InputText: Clarified comments around ImGuiInputTextFlags_CallbackResize and other callbacks. (#2006, #1443, #1008) 2018-10-12 10:34:58 +02:00
ed4dcd9072 Shutdown: Unlock font atlas before destroying context, so we can destroy a context between NewFrame and EndFrame if we wait (facilitate main loop structures). Internals: GetWindowScrollMaxX(), GetWindowScrollMaxY() 2018-10-11 22:38:26 +02:00
cf0afb48ac TextUnformatted: Using memchr(), fixed not properly testing for text_end bound + comments.
Internals: Added ImStreolRange() + used in LogRenderedText() + comments.
2018-10-11 12:53:10 +02:00
d02b11dfbd ImGuiTextBuffer: Avoid heap allocation when empty. 2018-10-11 12:08:09 +02:00
1efafa1d29 Comments + internal using Tab Stop terminology (ImGuiItemFlags_NoTabStop instead of !ImGuiItemFlags_AllowKeyboardFocus) 2018-10-10 12:09:06 +02:00
3fcc178c23 Update README.md 2018-10-08 11:37:13 +02:00
dd748f0e39 Update README.md 2018-10-08 11:22:33 +02:00
500a60debc Examples: OpenGL3: Cast compile/link status to GLboolean (#2112, #2125)
Some OpenGL loaders/bindings do not allow comparisons between GLints and GLbooleans.
2018-10-07 18:14:24 +02:00
02afbaeef0 Examples: imgui_imp_opengl3.cpp explicit casting for overly aggressive glbinding compatibility. (#2112) [@hesiod] 2018-10-06 11:35:05 +02:00
a3b0e0acfa Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects in the WM_SIZE handler. (#2088) 2018-10-05 11:36:49 +02:00
084c26aa41 Fix spacing in imgui_imp_sdl example (#2111) 2018-10-05 10:04:10 +02:00
3c427e284f Update pull_request_template.md 2018-10-04 12:49:48 +02:00
fbfe193fcd Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110) 2018-10-02 18:49:55 +02:00
ae7f833c69 Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region of root floating windows outside the window, making it easier to resize windows. Resize grips are also extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822, #2110) 2018-10-02 18:43:10 +02:00
76e31bd51a Fixed typo. (#2108, #2083) 2018-10-01 17:56:06 +02:00
e623be998d Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143) 2018-10-01 15:53:18 +02:00
3dcd552628 Fixed extraneous static attribute. (#2105) 2018-09-27 13:01:51 +02:00
9aae21483a Fix missing IMGUI_API and mismatching namespace internal's CreateNewWindowSettings (#2105) 2018-09-27 12:59:22 +02:00
61d94ff88e Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). 2018-09-26 21:30:37 +02:00
a7d3ae8937 BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack to the provided string to uniquely identify the child window. This was undoing an intentional change introduced in 1.50 and broken in 1.60. (#1698, #894, #713) + reworked the Begin/BeginChild comments in imgui.h. 2018-09-26 21:24:42 +02:00
781a7950d7 ImVector: Fixed a oddly unqualified return type in the assignment operator (I assume C++ handles it nicely as this never warned anywhere, but it is completely unintentional). 2018-09-24 11:33:26 +02:00
788febf044 Examples: Vulkan: Fixed some minor discrepency in the SDL+Vulkan example to match the Glfw+Vulkan example. (cc #2097) 2018-09-24 10:13:01 +02:00
5719b23e01 ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3, in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty. 2018-09-21 10:00:26 +02:00
7c3b9172ad Examples: Referring to missing gamepad support in back-end that are missing it. 2018-09-20 10:37:55 +02:00
3d318a6577 ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
Demo: Added extra usage of AlignTextToFramePadding() in a more visible section.
2018-09-20 10:24:29 +02:00
0b190f11b9 Contributing, Issue Template 2018-09-18 18:04:32 +02:00
571676ebd2 Added Fonts readme details and links to Sweet16 font. (#2085) 2018-09-17 13:16:32 +02:00
4b353ce482 Fix file names (#2083) 2018-09-15 21:41:07 +02:00
c12da2a607 BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f. 2018-09-14 11:28:08 +02:00
ca5dc0c019 ColorPicker: Replaced the Separator with a Spacing call. (#2068) 2018-09-14 10:05:53 +02:00
1afd29d382 Examples: Using "dear imgui" terminology in all examples headers/comments + fix minor typo. 2018-09-13 16:50:13 +02:00
ec04e8bb05 Fix MSVC's C4312 warning about casting user texture type to void* in ImageButton (#2080) 2018-09-12 22:58:45 +02:00
9cc63ba279 Internals: Replace unsigned short with ImWchar when dealing with character storage (missing cases) + in imgui_impl_ file keep using neutral type everywhere, added missing explicit cast in three bindings. (#2078) 2018-09-11 22:00:57 +02:00
201fcfd2e5 Internals: Replace unsigned short with ImWchar when dealing with character storage. (#2078) 2018-09-11 22:00:57 +02:00
d014d0285a DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). Disabled setting a default drag speed when one edge is FLT_MAX. (#2024) 2018-09-11 11:15:06 +02:00
af6cf25255 DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075). 2018-09-11 10:55:52 +02:00
e2436ca625 Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus properly after the main menu bar or last focused window is deactivated. 2018-09-10 20:40:21 +02:00
7eadcf7d7d example_glfw_vulkan was missing a reference to imgui_widgets.cpp (#2071, #2036) 2018-09-09 21:09:58 +02:00
062b1f0463 Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to accidental alteration of window position. We now round the provided size. (#2067) 2018-09-07 22:30:46 +02:00
2eaf722fd7 Fixed calling DestroyContext() always saving .ini data with the current context instead of the supplied context pointer. (#2066) 2018-09-07 17:24:56 +02:00
eb7033e75b Version 1.66 WIP 2018-09-06 21:44:59 +02:00
e0cab5664a Version 1.65 2018-09-06 15:58:58 +02:00
5a679a45cc Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. (#1718, #2036)
If you were conveniently using the imgui copy of those STB headers in your project, you will have to update your include paths.
The reason for this change is to avoid conflicts for projects that may also be importing their own copy of the STB libraries. Note that imgui's copy of stb_textedit.h is modified.
2018-09-06 15:58:25 +02:00
e58bc3d5b7 Refactor: Tweaked and improved the sectioning to facilitate grepping/moving around and applied to all files. (#2036) 2018-09-06 11:36:00 +02:00
0b18c11440 Refactor: Moved ImFile functions. (#2036) 2018-09-06 11:36:00 +02:00
ab64e8f993 Refactor: Moved one indentation level in the bulk of the ShowMetricsWindow() function. Should appear as a small diff if whitespaces changes are ignored. (#2036) 2018-09-06 11:36:00 +02:00
bb3184af74 Refactor: moved low-layout helpers to imgui_widgets.cpp (Spacing, Dummy, NewLine, Separator, etc.) (#2036) 2018-09-05 20:54:28 +02:00
cbdce80837 Internals: Refactor: Moved render functions to their own section. (#2036) 2018-09-05 20:46:57 +02:00
65876f348a Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system. Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787) 2018-09-05 17:33:00 +02:00
77ba883f23 Renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + changed ImGuiIO layout. 2018-09-05 17:29:47 +02:00
bbcc976739 Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent. 2018-09-05 17:29:47 +02:00
b944aa623c Minor mostly inconsequential merges from Viewport + LoadIniSettingsFromMemory() entirely skip lines starting with ';' 2018-09-05 11:52:48 +02:00
40db2ca098 Fixed a build issue with non-Cygwin GCC under Windows. 2018-09-04 18:58:20 +02:00
5451cb7e1e Readme, Changelog (#2059) 2018-09-04 11:48:08 +02:00
f8b7e4d94f Examples: imgui_impl_opengl3 Fix GLAD error condition (#2059, #2002)
`gladLoadGL` returns 0 on fail, not the other way around.
2018-09-03 19:36:02 +02:00
d07f494305 Internals: Exposed SliderBehaviorT, DragBehaviorT, RoundScalarWithFormatT, SliderCalcRatioFromValueT. (#2036)
Renamed RoundScalarWithFormat -> RoundScalarWithFormatT.
Renamed SliderBehaviorCalcRatioFromValue -> SliderCalcRatioFromValueT
2018-09-03 14:49:13 +02:00
bcb1441ce7 Version 1.65 WIP 2018-09-03 14:38:04 +02:00
767649afb1 Fix missing include on some systems to use intptr_t. (#2036, #2054) 2018-08-31 18:07:47 +02:00
5d40d295b3 Comments, readme updates 2018-08-31 11:37:14 +02:00
be6ea86f8d OSX: Added imgui_widgets.cpp to xcode project files. 2018-08-31 11:29:25 +02:00
9174958b43 imgui_stl: Comments (#2035) 2018-08-31 10:53:38 +02:00
36435b43c7 Merge branch 'master_164' 2018-08-31 10:12:49 +02:00
48db5713d6 Version 1.64 2018-08-31 10:00:03 +02:00
38cfcf9fbc Tweak comments and indexes 2018-08-31 09:59:58 +02:00
8a216fe756 Refactor: Internals: Moved Tooltip functions in imgui.cpp in their own section + comments. (#2036) 2018-08-30 21:15:12 +02:00
fd2bfb7e07 Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 3) (#2036) 2018-08-30 21:00:51 +02:00
064b949bc2 Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 2) (#2036) 2018-08-30 20:59:24 +02:00
2a0d26e603 Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 1) (#2036) 2018-08-30 20:58:36 +02:00
df37a156e8 Refactor: Moved Scrollbar function from imgui.cpp to imgui_widgets.cpp, added file index (#2036) 2018-08-30 20:51:57 +02:00
728b2ef026 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. DONE! (part 9) (#2036, #787) 2018-08-30 19:23:11 +02:00
cda45737ab Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 8) (#2036, #787) 2018-08-30 19:23:11 +02:00
acf3cc4c3f Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 7) (#2036, #787) 2018-08-30 19:23:11 +02:00
8a6fd237f6 Refactor: Internals: Restored new lines in NavUpdate() ... (part 6) (#2036, #787) 2018-08-30 19:23:11 +02:00
84eb2682b7 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (moved NavUpdate which would not diff properly unless empty lines were removed, hence the previous patch). (part 5) (#2036, #787) 2018-08-30 19:23:11 +02:00
73052dc00c Refactor: Internals: Removing new lines from NavUpdate solely because I couldn't find another way to get a neat diff/patch when moving it. (part 4) (#2036, #787) 2018-08-30 19:23:11 +02:00
6bda59e5b7 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (extracted some code out of NavUpdate()). (part 3) (#2036, #787) 2018-08-30 19:23:11 +02:00
60ee4de56d Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 2) (#2036, #787) 2018-08-30 19:23:10 +02:00
ce58795bdf Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 1) (#2036, #787) 2018-08-30 19:23:10 +02:00
f2926f910f Refactor: Internals: Moved Logging functions in imgui.cpp in their own section. (#2036) 2018-08-30 19:23:10 +02:00
15172f0742 Refactor: Internals: Moved Settings functions in imgui.cpp in their own section. (#2036) 2018-08-30 19:23:10 +02:00
98f618ed18 Refactor: Internals: Moved various functions in imgui.cpp (#2036) 2018-08-30 19:23:10 +02:00
5afd4b61f2 Refactor: Moved README, ChangeLog, TODO files to docs/ folder + update Changelog. (#2036) 2018-08-30 19:23:09 +02:00
2714f8fa23 Refactor: Moved Slider/Drag/Input functions + support DataType stuff from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:46 +02:00
c25f48b902 Refactor: Moved InputText functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:46 +02:00
ad0bfdcd95 Refactor: Moved ColorEdit/ColorPicker/ColorButton/etc. functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:45 +02:00
5dc954f5d7 Refactor: Moved Tree/Selectable functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:45 +02:00
a265c62636 Refactor: Moved Plot/Value functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:45 +02:00
0e9577d0da Refactor: Moved Menu functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:44 +02:00
f26b8c1e07 Refactor: Moved Combo/ListBox functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 14:55:27 +02:00
6468a3c0ce Refactor: Moved Button/Image/Checkbox/RadioButton/Bullet/ProgressBar functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 14:50:32 +02:00
3eaa063984 Refactor: Moved Text functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 14:50:32 +02:00
52c115fb2c Refactor: Added imgui_widgets.cpp headers to easily merge in the functions in all our branches. (#2036) 2018-08-30 14:50:32 +02:00
01586d33f3 Refactor: Added empty imgui_widgets.cpp + updated project files / makefiles etc. accordingly (#2036) 2018-08-30 14:29:11 +02:00
f2aa124eb8 Version 1.64 WIP 2018-08-30 14:25:23 +02:00
1c4008aa97 Changelog tweaks/typos 2018-08-29 17:34:08 +02:00
9e0f24dcb6 Version 1.63 2018-08-29 16:20:25 +02:00
ac0fcbca46 Changelog: fixed inconsistent white space before list items. 2018-08-29 16:20:02 +02:00
92edb7a4e3 Internals: Tidying up, moving helpers to imgui_internal.h (in prevision of 1.64 refactor) 2018-08-29 16:12:54 +02:00
ec148988f0 Reordered some declarations in imgui.h (in prevision of 1.64 refactor) 2018-08-29 16:12:23 +02:00
2598d26c73 ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSL values would erroneously alter the resulting color. (#2050) 2018-08-29 13:30:46 +02:00
f9634feb66 Internals: Merged some changes to facilitate 1D->2D transition for some elements, and merging the stack layout PR (#846) 2018-08-28 19:10:59 +02:00
220e6a55b7 Travis: Fix (still not sure there is a way to test those files). (#1044) 2018-08-28 18:40:51 +02:00
1b61b6b208 Examples: Vulkan: Minor tweaks. 2018-08-28 18:22:36 +02:00
db790dab4c Travis: Added xcode build for the OSX+Metal example. (#1044) [@petmac] 2018-08-28 18:15:22 +02:00
b127027cbd Examples: OpenGL: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002). Changelog, tweaks, applied changes to SDL+OpenGL3 example. 2018-08-28 16:08:04 +02:00
e476b7e727 WIP on configurable OpenGL loader. (#2001, #2002) 2018-08-28 16:07:58 +02:00
af50ebe7b6 Documentation 2018-08-27 09:36:15 +02:00
4dea0327e7 Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections. 2018-08-25 21:16:08 +02:00
a082692b0a ImFontAtlas Comments (#2042) + added ImGuiFontAtlas_None for consistency. 2018-08-25 20:06:17 +02:00
06e917f135 Internals: Renaming of non-user facing parts from ValueChanged to Edited terminology. (#2034, #820, #956, #1875) 2018-08-23 13:47:37 +02:00
042f88e5f0 Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016. 2018-08-23 13:40:38 +02:00
3612885dea Comments, demo 2018-08-23 13:37:06 +02:00
0810d57819 Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete fast as IsItemDeactivatedAfterChange() is very recent). (#820, #956, #1875, #2034) 2018-08-23 13:26:14 +02:00
e28b1078f5 Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets. It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034) 2018-08-23 13:21:01 +02:00
abaa274592 Internals: Wired a ImGuiItemStatusFlags_ValueChanged into ItemStatusFlags, for an hypothetical IsItemValueChanged() function. (#2034) 2018-08-22 22:31:51 +02:00
102d5e6de6 Rearrange header comments to find enums easily + fixed inconsistent sorting. 2018-08-22 22:13:05 +02:00
7011d87bf8 InputText: Improved sturdiness if the ResizeCallback purposefully modify data->BufTextLen or data->BufSize. (#2006, #1443, #1008) 2018-08-22 21:27:27 +02:00
7d9d9bc34e InputText: Fix ResizeCallback callback on restoring initial value with Escape key. Avoid over-allocating for InitialText storage. (#2006, #1443, #1008) 2018-08-22 21:11:55 +02:00
7268c65d73 Examples: imgui_impl_vulkan: Comments (re) 2018-08-22 17:59:58 +02:00
3fdfac3377 Examples: imgui_impl_vulkan: Comments 2018-08-22 16:43:29 +02:00
ea9f5d7600 Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2035, #2006, #1443, #1008) 2018-08-22 13:25:08 +02:00
8d639ec60d InputText: callback InsertChars() support resize callbacks correctly (followup to 24ff259) + fixed demo to use those functions. (#2006, #1443, #1008). 2018-08-22 13:09:44 +02:00
ea1906004b InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents. Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping, we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters, until a better solution is found. 2018-08-22 12:46:47 +02:00
5122c76441 InputText: Fixed not tracking the cursor horizontally When modifying the text buffer through a callback. 2018-08-22 12:46:47 +02:00
68448c5faa ImDrawList: Large text passed to AddText() are being scanned for their end in order to avoid pre-reserving too many vertices. 2018-08-22 12:46:47 +02:00
975b5a7310 ImDrawList: Fixed clipping of leading lines above the clipping rectangle from counting in the worst case vertices reservation. (fix code added in #200!) 2018-08-22 12:46:47 +02:00
2dc5ec95d7 Internals: InputText: Renaming. Comments. 2018-08-22 12:46:46 +02:00
9f393c38e9 InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). 2018-08-22 12:46:45 +02:00
24ff259816 InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008). 2018-08-21 21:36:07 +02:00
4de6e1f7e4 InputText: Internal renaming of some fields + final copy uses edit_state.CurLenA+1 instead of buf_size. 2018-08-21 15:14:10 +02:00
0fd6e9bc0d InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents. 2018-08-21 14:27:57 +02:00
e6c78f9470 InputText: (Breaking change) removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly) (#211) 2018-08-21 14:27:57 +02:00
5942c08143 Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025) 2018-08-21 14:27:57 +02:00
f23d29b481 Added links to Discourse forums. 2018-08-20 10:45:10 +02:00
4910629f6a Internals: Moved code out of SliderBehaviorT to reduce code bloat and also because caller may have use for the grab_bb for styling purposes. 2018-08-20 09:59:51 +02:00
73fa5c29f4 Update README.md 2018-08-17 16:44:23 -07:00
bb2de30e3e Internals: Added ImTextCountUtf8BytesFromChar() helper. 2018-08-17 11:33:45 -07:00
ac39c4b2a8 SplitterBehavior: Fix for when the sizes are already under the minimum desired size. 2018-08-17 11:33:40 -07:00
341ebd961b Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). Made ActiveIdIsAlive track the actual ID to avoid incorrect polling in BeginGroup/EndGroup when the ID changes within the group. (#2023, #820, #956, #1875). 2018-08-16 13:33:16 -07:00
8972ebae73 Metrics: Added io.MetricsActiveAllocations, moving away from the cross-context global counters than we previously used. (#1565, #1599, #586) 2018-08-15 16:28:39 -07:00
4e33aeed82 Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211) 2018-08-14 16:07:01 -07:00
caaa746424 Nav: NavWindowingList doesn't save to .ini file. TODO entries. 2018-08-13 17:29:20 -07:00
d4cd121ae1 TODO + added missing _None enum for some internals flags. 2018-08-09 21:03:17 +02:00
fda9dc8e18 Internals: Extracted RenderMouseCursor() out of EndFrame(). Moved to imgui_draw.cpp along with RenderArrowPointingAt(). Comments. (#2013) 2018-08-09 18:07:49 +02:00
421dc19798 Examples: Cast to ImTextureID instead of void* when assigning to TexId. Applied to all examples. (#2015) 2018-08-09 17:49:48 +02:00
9c0805010f imgui_impl_dx12: Cast to ImTextureID instead of void* to enable redefinition of ImTextureID (#2015, #301) 2018-08-09 17:44:29 +02:00
d5793102db imgui_impl_opengl3: Advertised as a ES2/ES3 renderer. Defaults to ES3 on Android. Default on "#version 300 es" on ES 3. (#2002, #1873) 2018-08-09 17:42:53 +02:00
34203d5008 imgui_impl_win32: Don't redefine WIN32_LEAN_AND_MEAN if already defined (#2014) 2018-08-09 17:32:31 +02:00
e3eb4111cc Examples: Fix 'How to build' instructions for SDL2 examples (#2012) 2018-08-08 18:55:09 +02:00
35124cdd07 imgui_impl_opengl3.cpp Using GLES3 on IOS instead of gl3w. (#2002, #1873)
Not modifying the main.cpp yet because we need to test GL ES 3 context creation on iOS (only imgui_impl_opengl3.cpp was tested).
2018-08-08 17:41:30 +02:00
0065fe16a2 Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787)
While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag.
2018-08-08 16:03:13 +02:00
9d8a0374d3 Use literals in place of LLONG_MIN, LLONG_MAX ULLONG_MAX if they are not available. Amend 498c0dcb4c. We prefer using the defines if available in limits.h because they somehow tend to work without warnings when enabling strict C++03 compilation. The 3 literals are fallbacks.. (#1926). 2018-08-06 13:07:19 +02:00
0905202f44 Internals: Minor renaming for consistency. 2018-08-05 18:13:24 +02:00
9e9c8a8991 Update to Contributing, and Issue/PR templates. 2018-08-05 18:13:15 +02:00
bc6ac8b2ae Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful for lazy/idle render mechanisms as new windows are typically not visible for one frame.
Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows.
2018-08-03 18:12:36 +02:00
00e29832d4 Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996) 2018-08-03 15:04:35 +02:00
498c0dcb4c Using limits.h LLONG_MIN etc. to increase old-compiler compatibility (as ll and ull prefixes were not standard). Not tested much on old compilers, relying on Clang/GCC warnings. 2018-08-03 11:41:07 +02:00
fd2a90ee60 Update CONTRIBUTING.md 2018-08-02 16:53:51 +02:00
d69b2a1c1d Changelog for #1989 2018-08-01 12:23:59 +02:00
6011ddf1e5 imgui_impl_dx11: Using ID3D11Factory instead of ID3D11Factory1 (#1989) 2018-08-01 12:22:04 +02:00
cc64bd9e3c Comments 2018-08-01 11:54:54 +02:00
87e2fea09d Renamed io.OptResizeWindowsFromEdges to ConfigResizeWindowsFromEdges, io.OptCursorBlink to io.ConfigCursorBlink, io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. (#1427, #1495, #822, #473, #650)
Demo: Exposed flags in Demo.
2018-08-01 11:50:57 +02:00
b1fc988c6b imgui_impl_glfw, imgui_impl_sdl: Workaround for Emscripten which doesn't seem to handle focus related calls. (#1941) 2018-08-01 11:34:17 +02:00
b217251a63 Added Visual Studio 2017+ build cruft to Ignore List (.vs/ folder) 2018-07-31 18:48:24 +02:00
671e516377 Demo: Fix using ambiguous InputFloat() call which redirect to obsolete version. (#1990) 2018-07-31 18:38:15 +02:00
65b46f62ef Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive) (drag and drop demo could soft-lock the UI until pressing Escape!) 2018-07-31 17:28:18 +02:00
7e1678ff00 Drag and Drop: Elapse payload as soon as delivery is made. (#153) 2018-07-31 17:28:08 +02:00
faf2c34149 Drag and Drop: Added ImGuiDragDropFlags_SourceAutoExpirePayload flag to force payload to expire if the source stops being submitted. (#1725, #143). 2018-07-31 13:46:19 +02:00
79ae6d3bf6 Drag and Drop: Clear payload buffers more consistently in ClearDragAndDrop() + BeginDragDropTargetCustom() can't succeed with hidden contents. (#143) 2018-07-31 13:45:25 +02:00
e13e5982ff Drag and Drop: Payload stays available and under the mouse if the source stops being submitted, however the tooltip is replaced by "..." + moved FrameScopeActive = false at the bottom of EndFrame() for safety. (#1725) 2018-07-31 12:11:18 +02:00
f88bf9cea3 InvisibleButton: Added an assert to catch common type of passing zero-sized dimensions. (#1983) 2018-07-30 18:48:10 +02:00
067edd09f9 imgui_impl_opengl3: Comments. (#1987) 2018-07-30 18:44:58 +02:00
a7ac9e8346 Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987) 2018-07-30 18:20:25 +02:00
d5400d9517 Fixes for pre-C++11 compilers.
That said, I think we can consider upgrading requirement to an early VS-friendly subset of C++11. The thing I would like the most from C++11 are forward-declared enum (from VS 2012 onward).
2018-07-30 17:42:27 +02:00
4d5dcdb57a Internals: Changed signature of ShadeVerts functions to remove pointers. (#1286, #1700, #1986) 2018-07-30 17:24:04 +02:00
f05aede098 Revert "Assert that fmt != NULL before calling vsnprintf (#1969)"
This reverts commit 84183f5bb6.
2018-07-30 16:50:47 +02:00
80db2383d8 Speculative va_copy() fix for old versions of GCC/Clang. (cannot repro) (#1085) 2018-07-30 16:01:06 +02:00
2a67aeaa3d Visual Studio: calling into _vsnprintf. (#1085) 2018-07-30 16:01:06 +02:00
81562b2b5a Examples: imgui_impl_opengl3.cpp Using #ifdef GL_SAMPLER_BINDING instead of if (glBindSampler) (#1985) 2018-07-30 15:38:13 +02:00
15a93d6fe3 Internals: Fixed HoveredIdTimer so it is safe to call SetHoveredId() multiple times without altering the timer. 2018-07-30 14:36:33 +02:00
6d78045ff8 Demo: Added extra demo in the Basic Horizontal Layout section. (#1977) + PR guidelines 2018-07-30 14:33:27 +02:00
b5b972d0ef ImFontAtlas::AddFontDefault: Made it possible to override glyph ranges. (#1965) 2018-07-30 14:18:20 +02:00
faa7dad537 Examples: imgui_impl_osx: Fix for incorrect DeltaTime calculation on mac OS. (#1978) 2018-07-30 14:15:24 +02:00
544db70852 Examples: OpenGL3: Tweaks, added changelog. (#1941) 2018-07-30 14:00:53 +02:00
fc737d2333 Examples; imgui_impl_opengl3.cpp to work with Emscripten (#1941)
* Add some ifdefs to add emscripten specific params and includes

* Update imgui_impl_opengl3.cpp

* Update imgui_impl_opengl3.cpp

* Update imgui_impl_opengl3.cpp

* replace __EMSCRIPTEN_BUILD__ with __EMSCRIPTEN__

* replace GLFW_INCLUDE_ES3 with direct header

* removing useless glfw include

* Making call to glPolygonMode() optional
2018-07-30 13:52:18 +02:00
f9e8b5c652 CollapseButton: Added hovering highlight + minor consistency tweaks. 2018-07-27 13:32:33 +02:00
6211f40f3d Internals: Drag and Drop: default drop preview use a narrower clipping rectangle (no effect here, but other branches uses a narrow clipping rectangle that was too small so this is a fix for it) + Comments 2018-07-27 12:39:42 +02:00
28c1a9857e Internals: Changed SplitterBehavior() signature to be consistent with other similar signatures. (#319). 2018-07-26 23:50:05 +02:00
63df9d6311 Internals: Extracted part of Begin into UpdateWindowParentAndRootLinks(). Useful to call to keep state updated immediately (namely useful for docking) + small tidying up of imgui_internal.h 2018-07-26 23:49:36 +02:00
84183f5bb6 Assert that fmt != NULL before calling vsnprintf (#1969)
In the case of Visual Studio 15.6 + Windows SDK 10.0, vsnprintf() with NULL format string appears to corrupt the stack...
2018-07-26 22:26:50 +02:00
dd0d5debef Internals: Child windows that are clipped or part of a collapsed parent are not marked as collapsed anymore, but just a separate hidden marker set. We distinguish hiding for size measurement vs hiding for other reasons. Cleaned a little the end of Begin. 2018-07-26 19:24:27 +02:00
0b045d8de5 Nav: Tweaked CTRL+TAB to hide visual noise on fast switch + fading out screen dimming and highlight to make the experience less harsh 2018-07-26 19:03:02 +02:00
7adac4ab3e FAQ update 2018-07-26 12:55:40 +02:00
0c88fad6c2 Internals: SplitterBehavior() added hover_visibility_delay parameter which is helpful to reduce visual noise. (#319) 2018-07-25 16:07:05 +02:00
357534e588 Made it possible to move a window by dragging from the Collapse button (past the drag threshold). Extracted some code out to a CollapseButton() function. 2018-07-24 16:45:11 +02:00
3a522b2400 Internals: Renamed one of the arrow functions so their name don't collide. 2018-07-24 16:41:17 +02:00
ff83d0e369 Examples: Using fully qualified "Dear ImGui" name in window titles. 2018-07-23 17:31:13 +02:00
528b50a89f Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502) 2018-07-22 19:04:15 +02:00
4b8ce24e46 Internals: Extracted part of NewFrame() into a UpdateMouseWheel() function. 2018-07-22 18:57:28 +02:00
4ebd442a24 Added asserts to catch illegal modifications of the font atlas between NewFrame() and EndFrame()/Render(). (#1958) 2018-07-22 18:53:27 +02:00
e07f5d4c78 Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. 2018-07-22 18:46:41 +02:00
ec76009bc4 Readme: fixed typo + patron 2018-07-22 18:09:44 +02:00
af38a5c41a Ignore GCC warning (-Wclass-memaccess) in imgui.h (#1959) 2018-07-22 18:05:13 +02:00
fded746d03 Tweaked Contributing guidelines, Issue and PR templates 2018-07-22 17:32:31 +02:00
048add5ef2 ImGuiTextFilter, TextRange: removed cruft from TextRange since it's not a publicly and generic helper at the moment + marked internal stuff + changed a reference to a pointer. (#1879) 2018-07-19 15:22:18 +02:00
d016ef1825 Examples: SDL: Removed SDL_HAS_WARP_MOUSE_GLOBAL in the non-viewport branch. (#1954) (+1 squashed commits) 2018-07-19 12:51:20 +02:00
93321d3280 Nav: Fixed CTRL+TAB windowing list from always showing the implicit Debug window. (#787) 2018-07-17 19:48:53 +02:00
7e59eb026b Fix warning when IMGUI_DEFINE_MATH_OPERATORS is already defined by build system. (#1950) 2018-07-17 17:17:56 +02:00
0c207b7bc9 Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section. This will be of more importance with the introduction of tabs. 2018-07-17 11:49:41 +02:00
d3be9185b3 Demo: Fixed spacing from b629f90 change. 2018-07-16 22:24:39 +02:00
73e13a0762 Examples: Tweaked the main.cpp example structure for all examples. (There are a few hidden agendas here: 1) I would like to avoid encouraging people from using the implicit "Debug" window, and promote using Begin/End. In spite of my best attempt, there are a few feature of the upcoming docking system that cannot work 100% properly for the implicit Debug window, so future proof let's not put that feature in the spotlight too much for new users. 2) Moved dumb hardcoded positions into a single spot that can be replaced with a viewport relative position and not affect other demo windows. 3) Calling ShowDemoWindow before anything else, also for the benefit of a specific docking demo which will have an ordering constraint which is not really problematic in a real app but shouldn't be put forward in the demo. 2018-07-16 22:17:34 +02:00
abe7b190dc Examples: DX10, DX11: Fixed unreleased resources in Init and Shutdown functions. (#1944) 2018-07-13 11:25:54 +02:00
badde9a970 Demo: Spacing. 2018-07-12 11:58:50 +02:00
b629f90393 Demo: Re-ordered example app code to match their menu order and forward declaration order + added header to delimitate them. 2018-07-12 11:42:33 +02:00
5e73e969fb Comments, exposed a few things in imgui_internal.h for consistency, added ImQsort wrapper. 2018-07-12 11:08:24 +02:00
23288547ec Revert part of c7016c2 incorrectly renaming ImGuiCol_NavWindowingHighlight to ImGuiCol_NavWindowListHighlight, that was wholly unnecessary (and not documented!). (also invalidate #1939) 2018-07-12 09:53:10 +02:00
59fb3274a7 Examples: include for intptr_t on tdm-gcc + mingw32 (#1936) + mouse buttons comments 2018-07-11 20:03:47 +02:00
9007dff5eb IsItemHovered(): Added ImGuiHoveredFlags_AllowWhenDisabled flag to query hovered status on disabled items. (#1940, #211)
+ shallow changelog tweaks
2018-07-10 19:16:57 +02:00
fff014dfed Examples: OpenGL3: Added shaders more versions of GLSL + made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac. (#1938, #1900, #1513, #1466, etc.) 2018-07-10 18:29:57 +02:00
b829671df1 Fixed missing value in GetStyleColorName(). (#1939) broken with c7016c2 2018-07-10 16:45:54 +02:00
de13261f1b OpenGL3: Added error output when shaders fail to compile / link. (#1938) 2018-07-10 16:09:34 +02:00
4dfb9ef751 Internals: Extracted StartMouseMovingWindow so we can add code to turn an arbitrary widget into a window mover (will be useful to make the Collapse button a window mover past a mouse drag threshold) + added a couple of _None flags. 2018-07-10 11:16:40 +02:00
dc021f1c23 Internals: Fixed CalcSizeContents() returning negative value on first run (inconsequential afaik, but fixing for sanity) 2018-07-09 21:38:37 +02:00
17f36038e0 Internals: Misc/shallow merge from Docking branch. 2018-07-09 21:10:47 +02:00
7033b2043b Internals: Move IMGUI_CDECL declaration to imgui_internal.h so everyone can profit. 2018-07-09 20:34:12 +02:00
c7016c25e8 Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. (#787) 2018-07-09 19:16:48 +02:00
0708f91617 Internals: Removed RootWindowForTabbing, won't be needed. Nav: Not starting NavWindowingTarget when a modal is active (was not noticeable). 2018-07-09 16:20:14 +02:00
6201cad2b4 Examples: Comments, Demo: Log early out, TODO. (#1553) 2018-07-09 11:43:53 +02:00
17efd7b3b0 Demo: Added basic Drag and Drop demo. (#143, #1931) 2018-07-08 20:06:49 +02:00
bd6097ac6f Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip settings matching the one created when calling BeginDragSource() without the ImGuiDragDropFlags_SourceNoPreviewTooltip flag. (#143) + additional safety checks. 2018-07-08 20:06:49 +02:00
64938178b7 Internals: Moved selectable flags to avoid collision with public flags + rewrote some tests so we can consistently grep for (held && hovered) 2018-07-08 18:23:12 +02:00
a33f0d1f7f Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143) 2018-07-08 16:38:57 +02:00
vby
3a42eb6620 Fix missing ImmReleaseContext in default Win32 IME handler (#1932) 2018-07-08 15:24:12 +02:00
b0cdfe0ece Generalized d11d211e so regular popups (without the AlwaysAutoResize flag) also have a smaller minimum size, but reduced it to an arbitrary 4.0f instead of 1.0f to ease debugging of faulty situations. (#1909) 2018-07-08 13:27:16 +02:00
c790723cfa Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes related to the addition of IsItemDeactivated()). (#1875, #143) 2018-07-08 13:03:39 +02:00
89e2ddf07f Examples: Comments + shallow coding convention tweak to be consistent across examples and with imgui_impl_osx 2018-07-08 11:16:11 +02:00
569e0f07f1 Examples: Removed old example_apple/ + tweak comments (#1873) 2018-07-08 10:57:16 +02:00
839e4d34bd Merge branch 'warrenm_osx' 2018-07-08 10:47:55 +02:00
c3f9220c15 Apple: Fixed example_osx_opengl2, renamed to example_apple_opengl2 + misc comments 2018-07-08 10:47:31 +02:00
d11d211e5d Allow popup from ignoring the style.WindowMinSize values so short menus are not padded. (#1909) Wider generalization of b16603745c. 2018-07-06 18:29:39 +02:00
93950b8c32 Internals: Removed unused ShadeVertsLinearAlphaGradientForLeftToRightText code. 2018-07-06 15:50:07 +02:00
42bf149ac6 Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor io.OptResizeWindowsFromEdges=true to enable the feature globally. (#1495) The feature is not currently enabled by default because it is not satisfying enough. 2018-07-06 15:30:21 +02:00
d64157e803 Introduced a new Metal renderer implementation and a new example illustrating usage of Metal on macOS and iOS (partially addresses #1873) 2018-07-05 21:58:15 +09:00
0146f4b456 Internals: BeginChildEx tweaks. 2018-07-05 09:17:16 +02:00
7b2662d245 Examples: Comments, bits of documentation 2018-07-04 19:06:28 +02:00
deb7aa29cd OSX: Various tweaks to imgui_impl_osx courtesy of @warrenm + fix NewFrame position which has been moved recently master. (#1873) 2018-07-04 13:24:16 +02:00
0d7e779b37 Merge branch 'master' into osx
# Conflicts:
#	examples/.gitignore
#	examples/README.txt
2018-07-04 13:13:11 +02:00
665bd1e140 Links and thanks. Comments on using BeginCombo/EndCombo + moved the Combo() implementations closer to each others to maximize user seeing how it is implemented from any of the secondary function body. 2018-07-04 10:29:28 +02:00
a765c83bad Ignore list: added emscripten output 2018-07-03 15:57:34 +02:00
ddb09c6011 Examples: Ignore all *.user files (#1919)
For example `Qt Creator` create `CMakeLists.txt.user` file with user settings.
2018-07-02 19:43:33 +02:00
645ab6633c Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) 2018-07-01 12:25:37 +02:00
c4e34aaace Examples: Comments to clarify how the keyboard data is indexed. 2018-06-30 14:33:45 +02:00
b62cc5c150 Fix include Example_glfw_vulkan cmake (#1916)
Probably got broken because of the refactor.
2018-06-30 10:53:36 +02:00
6e67afc500 Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. (followup to #1914) 2018-06-29 16:36:40 +02:00
62b3d7c51e Fixed software Hand cursor from not actually working. Fixed demo from crashing. Fixed typo and extraneous trailing space. Added Changelogs. (#1913, #1914) 2018-06-29 16:36:40 +02:00
ecd9a223e3 add hand cursor support (+11 squashed commit) 2018-06-29 16:36:40 +02:00
004fe8916a Internals: Settings: Simple optimization caching index into the settings buffer, to remove an unnecessary O(N*M) search during saving. (with N=active root windows during the session, M=stored settings which grows over time) 2018-06-28 18:42:38 +02:00
242d7e0b0b ImVector: Added index_from_pointer() helper. 2018-06-28 18:37:38 +02:00
b16603745c Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909) 2018-06-28 11:33:03 +02:00
7adae3299e Double-click on resize grip doesn't need to test HoveredWindow (as button has the flattenchild flag anyway) + double-click on title bar verify that we don't have overlapping items to allow contents in title bar. + Comments 2018-06-27 17:29:31 +02:00
42a919f303 Examples: Apple: Fixed paths of GLFW+GL2 example. (#1906) Update ignore list. 2018-06-27 09:39:52 +02:00
79153cf19f Internals: Various renaming. e.g. NewFrameUpdateHoveredWindowAndCaptureFlags() to UpdateHoveredWindowAndCaptureFlags() + exposed UpdateMovingWindow() in imgui_internal.h. 2018-06-26 12:40:37 +02:00
14ceaaf460 ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly. 2018-06-26 12:37:20 +02:00
9d67d18d86 Internals: Moved some of the SliderBehaviorT code into SliderBehavior to reduce the amount of instanciated code. 2018-06-25 14:01:21 +02:00
a1ec7723ef Examples: OpenGL3: Remove misleading or unnecessary "#version 150" strings. 2018-06-25 09:50:06 +02:00
c1d8dee6c5 Version 1.63 WIP 2018-06-25 09:40:09 +02:00
fb0106fad2 Demo: Fixed incorrect response to Begin() returning false in overlay demo (which cannot happen since we don't have a title bar, but that doesn't make it a good behaving demo!). 2018-06-25 09:32:55 +02:00
20e89201cb Examples: Fixes. 2018-06-23 09:42:47 +02:00
00418d13e3 Demo: Fixed mismatched TreePush/TreePop in Property Editor, due to incorrect revert in 826d77185e (#1895) 2018-06-22 17:45:03 +02:00
d68633398b Examples: Vulkan: nverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings. 2018-06-22 10:02:02 +02:00
1b74e3be02 Version 1.62 2018-06-22 09:41:25 +02:00
f9a5ff7a19 Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301) 2018-06-21 12:13:04 +02:00
cac4c3f9b8 Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888) + Comments in imgui.h 2018-06-21 12:04:00 +02:00
528b0b4af6 Examples: SDL+OpenGL2: Fixed Makefile. (#1886) 2018-06-20 11:17:33 +02:00
c44a4bed84 Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) 2018-06-20 11:06:29 +02:00
2ce121b7d0 Readme, Links, Bindings 2018-06-16 10:43:05 +02:00
40845852b9 Fixed warnings + readme 2018-06-16 10:23:11 +02:00
a402edb66c Examples: OSX: Added clipboard support. Fixed ignore list for xcode cruft. Comments about broken keys. (#1873) 2018-06-15 23:01:26 +02:00
b5d385824d Added assert in TreePop() to ease catching ID stack underflow earlier. 2018-06-14 15:11:14 +02:00
826d77185e Revert 640c0566: TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless -> more flexible to keep allowing it by default so it setup an ID scope. 2018-06-14 15:10:46 +02:00
ce0b36ba10 Added _None values to various enum flags, useful for readability and some coding style likes it. (Unfortunately we can't refer to them as default value in imgui.h functions because they need to be declared below). 2018-06-13 23:22:19 +02:00
2a6fbb2197 Speculative fix for Win32 clipboard handler if SetClipboardText() fails + Minor fix for static analyzer + using :: prefix when calling in Win32 functions. 2018-06-13 22:22:52 +02:00
185b4dde87 Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support. Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end. 2018-06-13 19:22:47 +02:00
335f6fde7e Comments + missing changelog bits in 1.52 for SetNextWindowPos, SetNextWindowPosCenter. (obsolete #771) 2018-06-13 14:06:58 +02:00
d57fc7fb97 Added IsItemDeactivatedAfterChange() if the last item was active previously, isn't anymore, and during its active state modified a value. Note that you may still get false positive. (#820, #956, #1875) 2018-06-13 00:10:33 +02:00
be4b8b5615 Internals: Added GetItemID(), GetFocusID() for consistency. Made GetActiveID() inline. Comments, fixed typos, demo tweaks. 2018-06-13 00:02:19 +02:00
3569d74f98 Demo: Moved test of the Hovered/Active/Focused functions to the Widgets section. 2018-06-12 18:51:23 +02:00
cd455a4600 Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875) 2018-06-12 18:44:33 +02:00
c725710c6d Comments 2018-06-12 18:25:04 +02:00
a48815b870 Comments, changelog 2018-06-12 12:12:56 +02:00
e54b61aa0f Examples: OSX: Fixed obsolete enums. Fixed keyboard mapping. Added missing keyboard modifiers. (#1873) 2018-06-11 21:07:14 +02:00
f96c7fac91 Examples: FreeGLUT: Fixed mapping of Space key. (#801) 2018-06-11 20:03:35 +02:00
cdf51cad2d Comments, documentation 2018-06-11 19:52:40 +02:00
a1b6766d43 Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801) 2018-06-11 19:27:57 +02:00
bdb3d72d37 Examples: Win32: Fixed handling of mouse wheel messages to support finer position messages (typically sent by track-pads). (#1874) 2018-06-11 17:36:18 +02:00
7acb46bec5 Examples: Comments to make ImGuiConfigFlags_NoMouseCursorChange more visible (#1027). + Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. 2018-06-11 12:33:51 +02:00
fac0c801da Examples: Added imgui_impl_osx.mm bindings (#1870, #281) 2018-06-11 10:19:17 +02:00
6f7b7807ad Fixed Travis path + various paths in comments/documentations 2018-06-10 16:14:43 +02:00
5a13e4dcde Examples: Renamed imgui_impl_sdl2.cpp to imgui_impl_sdl.cpp (#1870) + changelog bits 2018-06-10 15:58:21 +02:00
8d58fbb5ed Examples: Renamed example folders. (#1870) 2018-06-10 15:42:14 +02:00
689ec0bd06 Merge branch 'font_min_max_advance' 2018-06-10 15:07:18 +02:00
85f9694bd4 Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details.
ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
2018-06-08 19:37:33 +02:00
f5bf9f509c ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869) 2018-06-08 12:52:46 +02:00
8e48ab6b19 Nav: Addendum: only set io.WantSetMousePos if necessary. (#1867) 2018-06-07 18:08:59 +02:00
e3710448ae Nav: Removed an unnecessary assertion that could fail when using Mouse and Keyboard simultaneously with the NavEnableSetMousePos flag. (#1867) 2018-06-07 18:04:44 +02:00
929529a0db SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866) 2018-06-07 13:29:54 +02:00
b3a5b8debd Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not fully close/re-open the popup so its child popups won't get closed. (#1497, #1533, #1865).
Followup/fix the change made in deab2ab015
2018-06-06 19:25:49 +02:00
f63a404df0 Added missing IMGUI_API markers in non-inline section of the IMGUI_DISABLE_OBSOLETE_FUNCTIONS block: old Begin(), InputFloat(). 2018-06-06 15:40:40 +02:00
5a288b2d3a Readme, FAQ tweaks (#1807) 2018-06-06 13:02:19 +02:00
d44faa165a Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. (#1859)
Changed the accumulative encoding to remove the implicit +1 which only saved a little space and made things more confusing.
2018-06-06 12:35:36 +02:00
2a56105f85 TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader(). The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen. In which case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) 2018-06-06 11:39:29 +02:00
21f553fa55 stb_textedit, InputText(): Fixed Undo after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
See issue 620 in nothings/stb/
2018-06-05 23:29:06 +02:00
67b139ccae Updated stb_textedit 1.09 + patches --> 1.12 + minor patches. (#715) 2018-06-05 23:27:42 +02:00
916528080e InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787) 2018-06-05 16:16:54 +02:00
512ffa37bd Nav: Fixed clipped scoring when exiting a NavFlattened child back to a parent item (clipping not desirable then). (followup and fix to c665c15). (#787) 2018-06-05 16:12:46 +02:00
6d98c0323b Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787) 2018-06-05 15:49:33 +02:00
2bdf0b54a2 Changelog formatting update, Todo, comments. Tweak Child demo. Shuffle some code in NavUpdate(). 2018-06-05 15:34:22 +02:00
c665c15a7d Nav: When entering into a NavFlattened child we only consider the visible items for scoring (note that this only work assuming the NavFlattened child window has interactive items). Fixes accidentally hoping into a NavFlattened child. (#767) 2018-06-04 18:18:12 +02:00
f4120e20d5 Nav: NavFlattened: Fixed navigation miscrolling parent window when the current window is scrolling enough to keep the item in view. Fix feature added in e11610d6, typically affect large navigation steps (used by PageUp/PageDown). + comments (#787) 2018-06-04 18:18:11 +02:00
5a7e98c7cf Internals: Nav: Removed ParentID from move result (unused, would need to be full-filled for PageUp/PageDown code) + FAQ typo fix. 2018-06-04 15:43:33 +02:00
948009a8b2 Intensive FAQ answer for the million of people asking the same questions over and over again. (#1848, #1791, #1840, #1493, #1295) 2018-05-30 16:31:34 +02:00
0903a12c2a Fixed documentation example (#1847) 2018-05-30 10:28:27 +02:00
a2198bcf6b Made mouse drag distance calculation more robust to invalid mouse position. (#1845) 2018-05-29 10:47:18 +02:00
08e20ae465 Internals: Reintroducing LastActiveIdTimer because it is useful and to reduce merge conflicts. (#1537) 2018-05-28 21:48:25 +02:00
d4b151076c Internals: Added BeginDragDropTooltip() internal function to convey semantic (drag and drop tooltip doesn't get clipped within display boundaries). Revert part of 3218666fb9. (#1739, #143). 2018-05-28 21:40:09 +02:00
3218666fb9 Made drag source tooltip display at the same position as a regular tooltip to avoid discontinuity where dynamically swapping tooltip at the target site. Made drag source tooltip override previous tooltip if any. (#1739, #143). 2018-05-28 21:24:03 +02:00
92b7d6bc4f Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to disable drag source tooltip from the target site (#143) 2018-05-28 20:57:41 +02:00
7fd9199a1d Internals: Selectable: Renamed variables. Todo update. 2018-05-28 17:13:40 +02:00
f843facba4 Internals: PushItemFlag() flags are inherited by BeginChild(). 2018-05-28 15:30:42 +02:00
0e83d74698 Documentation: FAQ, ID Stack, Fonts (#1839, #1840), #1842) 2018-05-27 22:32:46 +02:00
929522febe Missing examples changelog bits and todo list 2018-05-25 12:51:24 +02:00
9770c8b21d Examples: OpenGL3: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. (#1836) 2018-05-25 12:09:14 +02:00
251f178a6f Drag and Drop: Source doesn't report as hovered (at a lower-level). Source disable AllowOverlap flag if any set. (#143) 2018-05-24 18:05:50 +02:00
5fd23eeb74 Examples: iOS: Fixed missing call to CreateContext() + various shallow coding style tweaks. (#1835) 2018-05-24 17:42:50 +02:00
b88fbd69cc Drag and Drop: BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739) 2018-05-23 23:19:01 +02:00
09ea376a6a BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): restore modified style at end of Begin instead of End so doesn't affect child windows, BeginTooltip() etc.. (allowed since 7b6b7038c5) 2018-05-23 23:05:26 +02:00
bef0a13283 Examples: Comments about GLSL version not being the same as GL context version. (#1828) 2018-05-21 11:28:30 +02:00
663e2c9237 Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). Changelog. Added to Vulkan example. (#1827) 2018-05-21 10:36:50 +02:00
e8a72d3e72 Examples: GLFW* Make subsequent window creation possible. 2018-05-21 10:34:17 +02:00
bf56b6b9a5 ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826) 2018-05-21 10:13:21 +02:00
7c7e96e1aa ImVector: added erase(it first, it last) helper. Added erase_unsorted(it) helper. + todo fixes/additions 2018-05-18 23:00:48 +02:00
6c684ae39b Fixed GCC pre-8 build. (#1822) + added bonus the non-ASCII character pasted from GCC breaks my SourceTree/Git combo 2018-05-17 18:10:20 +02:00
64b1645deb Disabled GCC 8.1.0 warnings -Wclass-memaccess (#1822) 2018-05-17 14:19:20 +02:00
d5c8f404b2 Remove trailing white spaces. 2018-05-17 14:12:37 +02:00
ede5059e69 Internals: Forward declaring and commenting internal structures. Renamed ImGuiDrawContext to ImGuiWindowTempData, but kept .DC member name for backward compatibility purpose 2018-05-17 10:48:15 +02:00
86f8cdbd98 Comments + Internals: Selectable: decoupled internal flags and removed their menu / menu-item semantic as upcoming changes are requiring more flexibility. 2018-05-16 18:03:37 +02:00
640c056602 TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless. Tweak demo. 2018-05-14 23:36:37 +02:00
99ff6fc7e4 Nav: Draft internal api to forward move request with loop/wrap options. Will rework for parallel scoring of two paths (as a generalization of the NavFlattened concept). (#787) 2018-05-14 23:07:35 +02:00
e11610d6ff Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787) 2018-05-14 19:50:48 +02:00
036dce634e Version 1.62 WIP 2018-05-14 19:19:19 +02:00
721ca97d95 ImVector: Tweaked reserve() flow to avoid calling MemFree(NULL) which is unnecessary. (#1796) 2018-05-14 17:52:29 +02:00
19544629be Examples: OpenGL3: Trying to make the call to glBindSampler optional to make the example code easier to use/share with different context version. (#1806) 2018-05-14 17:47:22 +02:00
194 changed files with 23656 additions and 19764 deletions

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@ -4,6 +4,9 @@ Hello!
You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. However please read this wall of text before doing so. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Please do your best to clarify your request. Thank you! You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. However please read this wall of text before doing so. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Please do your best to clarify your request. Thank you!
**IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS/WIRING INPUTS**
- Please post on the "Getting Started" Discourse forum: https://discourse.dearimgui.org/c/getting-started
**Prerequisites for new users of dear imgui:** **Prerequisites for new users of dear imgui:**
- Please read the FAQ in imgui.cpp. - Please read the FAQ in imgui.cpp.
- Please read misc/fonts/README.txt if your question relates to fonts or text. - Please read misc/fonts/README.txt if your question relates to fonts or text.
@ -14,18 +17,26 @@ You may use the Issue Tracker to submit bug reports, feature requests or suggest
**Guidelines to report an issue or ask a question:** **Guidelines to report an issue or ask a question:**
- Please provide your imgui version number. - Please provide your imgui version number.
- If you are discussing an assert or a crash, please provide a debugger callstack.
- Please state if you have made substantial modifications to your copy of imgui. - Please state if you have made substantial modifications to your copy of imgui.
- When discussing issues related to rendering or inputs, please state the OS/back-end/renderer you are using. Please state if you are using a vanilla copy of one of the back-end (imgui_impl_xxx files), or a modified one, or if you built your own. - Try to be explicit with your Goals, your Expectations and what you have Tried. What you have in mind or in your code is not obvious to other people. People frequently discuss problems without first mentioning their goal.
- 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 compilation settings have asserts enabled. Calls to IM_ASSERT() are scattered in the code to help catch common issues. 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 report an error, it means that your asserts are disabled. Please make sure they are enabled.
- When discussing issues related to rendering or inputs, please state the OS/back-end/renderer you are using. Please state if you are using a vanilla copy of the example back-ends (imgui_impl_XXX files), or a modified one, or if you built your own.
- Please 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 in one of the examples/ application (e.g. in main.cpp or imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it actually exhibit the problem. Often while creating the MCVE you will end up solving 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. - Please 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 in one of the examples/ application (e.g. in main.cpp or imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it actually exhibit the problem. Often while creating the MCVE you will end up solving 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.
- Try to attach screenshots to clarify the context. They often convey useful information that are omitted by the description. You can drag pictures/files here (prefer github attachments over 3rd party hosting). - Try to attach screenshots to clarify the context. They often convey useful information that are omitted by the description. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
- When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). - When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.).
- Due to frequent abuse of this service from a certain category of users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and less patience for incomplete questions.
If you have been using dear imgui for a while and/or have been using C/C++ for several years and/or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users of dear imgui will know what information are useful in a given context. **Some unfortunate words of warning**
- If you are or were involved in cheating schemes (e.g. DLL injection) for competitive online multi-player games, please don't post here. We won't answer and you will be blocked. We've had too many of you.
- Due to frequent abuse of this service from 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 may be 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 fullfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information are useful in a given context.
## How to create an Pull Request ## How to create an Pull Request
- When adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.).
- If you are adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.). - When fixing a warning or compilation problem, please post the compiler log and specify the version and OS you are using.
- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. You can drag pictures/files here (prefer github attachments over 3rd party hosting). - Try to attach screenshots to clarify the context and demonstrate the feature at a glance. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
- Make sure your code follows the coding style already used in imgui (spaces instead of tabs, "local_variable", "FunctionName", "MemberName", etc.). We don't use modern C++ idioms and can compile without C++11.
- Make sure you create a branch for 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). - Make sure you create a branch for 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).
Thank you for reading!

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@ -1,11 +1,13 @@
You may use the Issue Tracker to ask for help and submit bug reports, feature requests or suggestions. (Click "Preview" to turn any http URL into a clickable link)
PLEASE CAREFULLY READ THIS DOCUMENT before doing so: 1. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS/WIRING INPUTS, please post on the "Getting Started" Discourse forum:
[CONTRIBUTING.md](https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md). https://discourse.dearimgui.org/c/getting-started
SELECT "PREVIEW CHANGES" TO TURN THE URL ABOVE INTO A CLICKABLE LINK. 2. You may use this Issue Tracker to ask for help and submit bug reports, feature requests or suggestions that don't fit in any category of (1). PLEASE CAREFULLY READ THE CONTRIBUTING DOCUMENT before submitting any issue: https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md
(Delete everything above this section before submitting your issue. Please read the CONTRIBUTING.md file!) 3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; 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 CONTRIBUTING.md file linked above.
4. Delete points 1-4 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
---- ----
@ -13,12 +15,16 @@ SELECT "PREVIEW CHANGES" TO TURN THE URL ABOVE INTO A CLICKABLE LINK.
XXX XXX
**Back-end/Renderer/OS:** _(if the question is related to inputs or rendering, otherwise delete this section)_ **Back-end file/Renderer/OS:** _(or specify if you are using a custom engine back-end)_
XXX Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp
OS: XXX
Compiler: XXX _(if the question is related to building)_
**My Issue/Question:** _(please provide context)_ **My Issue/Question:** _(please provide context)_
XXX
**Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_ **Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
``` ```
ImGui::Begin("Example Bug"); ImGui::Begin("Example Bug");

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@ -1,6 +1,8 @@
- If you are adding a feature, please explain the context of the change: what do you need the feature for? - Please read https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md
- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. - When adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.).
- When adding a feature, try to attach screenshots/gifs to clarify the context and demonstrate the feature at a glance.
- When fixing a warning or compilation problem, post the compiler log and specify the version and OS you are using.
- Make sure your code follows the coding style already used in the codebase (4 spaces identation, no tabs, `type* name`, `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment()`, etc.). We don't use modern C++ idioms, we don't use C++ style cast, we don't use C++ headers, and we can compile without a C++11 compatible compiler.
- Make sure you create a branch for 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. - Make sure you create a branch for 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.
- You can read [CONTRIBUTING.md](https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md) for more details.
(Clear this form before submitting your PR) (Clear this form before submitting your PR)

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@ -26,6 +26,9 @@ before_install:
fi fi
script: script:
- make -C examples/opengl2_example - make -C examples/example_glfw_opengl2
- make -C examples/opengl3_example - make -C examples/example_glfw_opengl3
- make -C examples/sdl_opengl3_example - make -C examples/example_sdl_opengl3
- if [ $TRAVIS_OS_NAME == osx ]; then
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos;
fi

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@ -1,28 +1,19 @@
dear imgui dear imgui
CHANGELOG CHANGELOG
----------------------------------------------------------------------- This document holds the user-facing changelog that we also use in release notes.
We generally fold multiple commits pertaining to the same topic as a single entry.
Changes to the examples/bindings are included within the individual .cpp files in the examples/ folder.
This document holds the programmer changelog that we also use in release notes. RELEASE NOTES: https://github.com/ocornut/imgui/releases
We generally fold multiple commits pertaining to the same topic as a single entry, and simplify various things. REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
Release notes: (with links and screenshots)
https://github.com/ocornut/imgui/releases
Changes to the examples/bindings are included within the individual .cpp files in examples.
Individual commits:
https://github.com/ocornut/imgui/commits/master
Report issues, ask questions:
https://github.com/ocornut/imgui/issues
-----------------------------------------------------------------------
WHEN TO UPDATE? WHEN TO UPDATE?
It is generally safe to sync to the latest commit in master. The library is fairly stable and regressions tends to be fixed fast when reported. - Keeping your copy of dear imgui updated once in a while is recommended.
Keeping your copy of dear imgui updated once in a while is recommended. - It is generally safe to sync to the latest commit in master.
The library is fairly stable and regressions tends to be fixed fast when reported.
HOW TO UPDATE? HOW TO UPDATE?
@ -32,12 +23,270 @@ HOW TO UPDATE?
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. - If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful. - If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
- You may diff your previous Changelog with the one you just copied and read that diff. - You may diff your previous Changelog with the one you just copied and read that diff.
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development API updates have a little more frequent lately. They are carefully documented and should not affect all users. - You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue! - Please report any issue!
-----------------------------------------------------------------------
VERSION 1.66 (Released 2018-11-22)
----------------------------------------------------------------------- -----------------------------------------------------------------------
Breaking Changes:
- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
- Renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. (#2035, #2096)
Other Changes:
- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to
accidental alteration of window position. We now round the provided size. (#2067)
- Fixed calling DestroyContext() always saving .ini data with the current context instead
of the supplied context pointer. (#2066)
- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus
properly after the main menu bar or last focused window is deactivated.
- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168)
- Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window
and highlight has been previously disabled by the mouse. (#787)
- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve
erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075).
- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024)
- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024)
- SliderAngle: Added optional format argument to alter precision or localize the string. (#2150) [@podsvirov]
- Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region
of root floating windows outside the window, making it easier to resize windows. Resize grips are also
extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822)
- Window: Added ImGuiWindowFlags_NoBackground flag to avoid rendering window background. This is mostly to allow
the creation of new flag combinations, as we could already use SetNextWindowBgAlpha(0.0f). (#1660) [@biojppm, @ocornut]
- Window: Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse.
- Window: Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially
we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs
encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787)
- Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110)
- BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack
to the provided string to uniquely identify the child window. This was undoing an intentional change
introduced in 1.50 and broken in 1.60. (#1698, #894, #713).
- TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending
on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)
- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]
- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.
- RenderText(): Some optimization for very large text buffers, useful for non-optimized builds.
- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
- Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152)
- Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143)
- ImGuiTextBuffer: Avoid heap allocation when empty.
- ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3,
in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty.
- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects
in the WM_SIZE handler. (#2088) [@ice1000]
- Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759)
- Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186)
- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball]
- Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) [@doug-moen]
- Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) [@eRabbit0]
-----------------------------------------------------------------------
VERSION 1.65 (Released 2018-09-06)
-----------------------------------------------------------------------
Breaking Changes:
- Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and
stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those
STB headers in your project, you will have to update your include paths. (#1718, #2036)
The reason for this change is to avoid conflicts for projects that may also be importing
their own copy of the STB libraries. Note that imgui's copy of stb_textedit.h is modified.
- Renamed io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
Other Changes:
- This is a minor release following the 1.64 refactor, with a little more shuffling of code.
- Clarified and improved the source code sectioning in all files (easier to search or browse sections).
- Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system.
Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)
- Fixed a build issue with non-Cygwin GCC under Windows.
- Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent.
- Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri]
-----------------------------------------------------------------------
VERSION 1.64 (Released 2018-08-31)
-----------------------------------------------------------------------
Changes:
- Moved README, CHANGELOG and TODO files to the docs/ folder.
If you are updating dear imgui by copying files, take the chance to delete the old files.
- Added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp.
Re-ordered some of the code remaining in imgui.cpp.
NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTIONS HAS BEEN MOVED.
Because of this, any local modifications to imgui.cpp will likely conflict when you update.
If you have any modifications to imgui.cpp, it is suggested that you first update to 1.63, then
isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it,
then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis.
What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool,
search for the corresponding function in the new code and apply the chunks manually.
- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github,
so a solution applicable on the Master branch can be found. If your company has changes that you cannot
disclose you may also contact me privately.
-----------------------------------------------------------------------
VERSION 1.63 (Released 2018-08-29)
-----------------------------------------------------------------------
Breaking Changes:
- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time.
- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
The feature is not currently enabled by default because it is not satisfying enough, but will eventually be.
- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency.
Kept redirection types (will obsolete).
- InputText: Removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API.
Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
- Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016.
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787)
- Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787)
While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag.
- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets.
It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034)
- InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008).
- InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback.
- InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents.
- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents.
Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping,
we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters,
until a better solution is found.
- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
related to the addition of IsItemDeactivated()). (#1875, #143)
- Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143)
- Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip
settings matching the one created when calling BeginDragSource() without the ImGuiDragDropFlags_SourceNoPreviewTooltip flag. (#143)
- Drag and Drop: Payload stays available and under the mouse if the source stops being submitted, however the tooltip is replaced by "...". (#1725)
- Drag and Drop: Added ImGuiDragDropFlags_SourceAutoExpirePayload flag to force payload to expire if the source stops being submitted. (#1725, #143).
- IsItemHovered(): Added ImGuiHoveredFlags_AllowWhenDisabled flag to query hovered status on disabled items. (#1940, #211)
- Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211)
- ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSV values would erroneously alter the resulting color. (#2050)
- Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008)
[*EDIT* renamed to misc/std/imgui_stdlib.h in 1.66]
- Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987)
- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875).
- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive).
- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
- ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings)
are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200)
- OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby]
- Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful
for lazy/idle render mechanisms as new windows are typically not visible for one frame.
- Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows.
- Metrics: Added io.MetricsActiveAllocations, moving away from the cross-context global counters than we previously used. (#1565, #1599, #586)
- Demo: Added basic Drag and Drop demo. (#143)
- Demo: Modified the Console example to use InsertChars() in the input text callback instead of poking directly into the buffer.
Although this won't make a difference in the example itself, using InsertChars() will honor the resizing callback properly. (#2006, #1443, #1008).
- Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section.
- Examples: Tweaked the main.cpp of each example.
- Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm]
- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac.
- Examples: OpenGL3: Added error output when shaders fail to compile/link.
- Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas]
- Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996)
- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944)
- Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias]
- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections.
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
-----------------------------------------------------------------------
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
Breaking Changes:
- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader().
The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen.
In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly.
- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and discourage using the full set. (#1859)
Other Changes:
- Examples back-ends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
The "Platform" bindings are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc.
The "Renderer" bindings are in charge of: creating the main font texture, rendering imgui draw data.
before: imgui_impl_dx11.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp
before: imgui_impl_dx12.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp
before: imgui_impl_glfw_gl3.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc.
- The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are smaller and more reusable.
Integration of imgui into a new/custom engine may also be easier as there is less overlap between "windowing / inputs" and "rendering" code,
so you may study or grab one half of the code and not the other.
- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer
back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an
easy update path to support multi-viewports later (for future ImGui 1.7x).
- This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
expect to have to reshuffle a few things.
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
- Read examples/README.txt for details.
- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously,
is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while
holding return on the same value). (#820, #956, #1875)
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows.
- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865).
- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
- Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end (will be fixed in Allegro 5.2.5+).
- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301)
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, a good occasion since we refactored the code.
- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888)
- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
- Internals: PushItemFlag() flags are inherited by BeginChild().
-----------------------------------------------------------------------
VERSION 1.61 (Released 2018-05-14) VERSION 1.61 (Released 2018-05-14)
-----------------------------------------------------------------------
Breaking Changes: Breaking Changes:
@ -93,9 +342,11 @@ Other Changes:
- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler] - Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
- Various minor fixes, tweaks, refactoring, comments. - Various minor fixes, tweaks, refactoring, comments.
-----------------------------------------------------------------------
VERSION 1.60 (Released 2018-04-07)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.60 (Released 2018-04-07)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged. The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
@ -123,6 +374,9 @@ Breaking Changes:
- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now. - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now.
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. - Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53). - Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53).
- [EDITED] Window: BeginChild() with an explicit name doesn't include the hash within the internal window name. (#1698)
This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original
1.60 release Changelog. It was fixed on 2018-09-28 (1.66) and I wrote this paragraph the same day.
Other Changes: Other Changes:
@ -254,9 +508,11 @@ Other Changes:
- Examples: Visual Studio: Disabled extraneous function-level check in Release build. - Examples: Visual Studio: Disabled extraneous function-level check in Release build.
- Various fixes, tweaks, internal refactoring, optimizations, comments. - Various fixes, tweaks, internal refactoring, optimizations, comments.
-----------------------------------------------------------------------
VERSION 1.53 (Released 2017-12-25)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.53 (Released 2017-12-25)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53
Breaking Changes: Breaking Changes:
@ -283,7 +539,7 @@ Breaking Changes:
Other Changes: Other Changes:
- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427) - Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427) [renamed to io.ConfigCursorBlink in 1.63]
- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows. - Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows.
- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`. - Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`.
- Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets. - Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets.
@ -329,7 +585,6 @@ Other Changes:
- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502) - Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502)
- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744) - Window: Active Modal window always set the WantCaptureKeyboard flag. (#744)
- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position. - Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position.
- Window: BeginChild() which an explicit name doesn't include the hash within the internal window name. (#1698)
- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382). - IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382).
- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382) - IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382)
- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382). - IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382).
@ -392,9 +647,11 @@ Other Changes:
- Fix for using alloca() in "Clang with Microsoft Codechain" mode. - Fix for using alloca() in "Clang with Microsoft Codechain" mode.
- Various fixes, optimizations, comments. - Various fixes, optimizations, comments.
-----------------------------------------------------------------------
VERSION 1.52 (2017-10-27)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.52 (2017-10-27)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52
Breaking Changes: Breaking Changes:
@ -403,6 +660,7 @@ Breaking Changes:
- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete). - Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete).
- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete). - Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete).
- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382) - Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382)
- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which allows to do the same and more. Keep inline redirection function.
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) - Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) - Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. - Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
@ -431,13 +689,14 @@ Other Changes:
- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame. - Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame.
- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine(). - Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine().
- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!). - Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!).
- Windows: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.). - Window: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.).
- Windows: Fixed title bar color of top-most window under a modal window. - Window: Added pivot parameter to `SetNextWindowPos()`, making it possible to center or right align a window. Obsoleted `SetNextWindowPosCenter()`.
- Windows: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635) - Window: Fixed title bar color of top-most window under a modal window.
- Windows: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used. - Window: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635)
- Windows: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame. - Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used.
- Windows: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags. - Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame.
- Windows: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381) - Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags.
- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381)
- Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439) - Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439)
- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439) - Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439)
- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available. - Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available.
@ -493,9 +752,11 @@ Beta Navigation Branch:
- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787) - Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
- Nav: Various internal refactoring. - Nav: Various internal refactoring.
-----------------------------------------------------------------------
VERSION 1.51 (2017-08-24)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.51 (2017-08-24)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51
Breaking Changes: Breaking Changes:
@ -555,9 +816,11 @@ Other Changes:
- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151). - Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
- Various other small fixes, tweaks, comments, optimizations. - Various other small fixes, tweaks, comments, optimizations.
-----------------------------------------------------------------------
VERSION 1.50 (2017-06-02)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.50 (2017-06-02)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50
Breaking Changes: Breaking Changes:
@ -626,9 +889,9 @@ Other Changes:
- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API) - Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API)
- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222) - Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222)
- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917) - Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917)
- Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714) - OS/Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714)
- Windows: No default IME handler when compiling for Windows using GCC. (#738) - OS/Windows: No default IME handler when compiling for Windows using GCC. (#738)
- Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917) - OS/Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917)
- Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839) - Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839)
- Demo: Added an extra 3-way columns demo. - Demo: Added an extra 3-way columns demo.
- Demo: ShowStyleEditor: show font character map / grid in more details. - Demo: ShowStyleEditor: show font character map / grid in more details.
@ -649,9 +912,11 @@ Other Changes:
- Added various links to language/engine bindings. - Added various links to language/engine bindings.
- Various other minor fixes, tweaks, comments, optimizations. - Various other minor fixes, tweaks, comments, optimizations.
-----------------------------------------------------------------------
VERSION 1.49 (2016-05-09)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.49 (2016-05-09)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49
Breaking Changes: Breaking Changes:
@ -725,9 +990,11 @@ Other changes:
- Examples: SDL: Initialize video+timer subsystem only. - Examples: SDL: Initialize video+timer subsystem only.
- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575) - Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575)
-----------------------------------------------------------------------
VERSION 1.48 (2016-04-09)
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.48 (2016-04-09)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48 Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48
Breaking Changes: Breaking Changes:

View File

@ -3,7 +3,7 @@ dear imgui,
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui) [![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can invoice for technical support, custom development etc. E-mail: omarcornut at gmail)._ _(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for technical support, custom development etc. Email: omarcornut at gmail)._
Monthly donations via Patreon: Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) <br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
@ -17,16 +17,19 @@ Dear ImGui is designed to enable fast iterations and to empower programmers to c
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. 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.
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/1902) pages to get an idea of its use cases.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine: Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp - imgui.cpp
- imgui.h - imgui.h
- imgui_demo.cpp - imgui_demo.cpp
- imgui_draw.cpp - imgui_draw.cpp
- imgui_widgets.cpp
- imgui_internal.h - imgui_internal.h
- imconfig.h (empty by default, user-editable) - imconfig.h (empty by default, user-editable)
- stb_rect_pack.h - imstb_rectpack.h
- stb_textedit.h - imstb_textedit.h
- stb_truetype.h - imstb_truetype.h
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file. No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
@ -84,9 +87,9 @@ Result:
### How it works ### How it works
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage 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. Check out the References 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 is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands 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._
@ -96,79 +99,79 @@ Demo Binaries
------------- -------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me 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-20180512.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180512.zip) (Windows binaries, Dear ImGui 1.61 WIP built 2018/05/12, 5 executables) - [imgui-demo-binaries-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables)
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. The demo applications are unfortunately not yet 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()`.
Bindings Bindings
-------- --------
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 and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation! 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 about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ _NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings) Languages: (third-party bindings)
- C: [cimgui](https://github.com/Extrawurst/cimgui) - C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET) - C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript) - ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui) - D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
- Go: [go-imgui](https://github.com/Armored-Dragon/go-imgui) - Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui) - Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
- Java: [jimgui](https://github.com/ice1000/jimgui) - Java: [jimgui](https://github.com/ice1000/jimgui)
- Lua: [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings) - JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui) - Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas) - Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui) - PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui) - Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) - Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks: Frameworks:
- DirectX 9, DirectX 10, DirectX 11, DirectX 12: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) - Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui) - Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [issue #551](https://github.com/ocornut/imgui/issues/551) - Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
- Flexium/SFML: [FlexGUI](https://github.com/DXsmiley/FlexGUI) - Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml) - GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI) - Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src) - Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui) - OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c) - OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
- LÖVE: [love-imgui](https://github.com/slages/love-imgui) - ORX: [pr #1843](https://github.com/ocornut/imgui/pull/1843)
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
- Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort) - Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort)
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort) - NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) - Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d), QOpenGLWindow [qtimgui](https://github.com/ocornut/imgui/issues/1910)
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends) - SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml)
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer) - Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui) - Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/). Also see [wiki](https://github.com/ocornut/imgui/wiki) for a few other links and ideas. Contact me if you would like to add to those lists. For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
Roadmap Roadmap
------- -------
Some of the goals for 2018 are: Some of the goals for 2019 are:
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), public branch looking for feedback)
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), public branch looking for feedback)
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) - Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542)) - Add an automation and testing system, both to test the library and end-user apps.
- Finish work on docking, tabs. (see [#351](https://github.com/ocornut/imgui/issues/351#issuecomment-346865709))
- Make Columns better. (they are currently pretty terrible!) - Make Columns better. (they are currently pretty terrible!)
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware. - Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
Gallery Gallery
------- -------
User screenshots: User screenshots:
<br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016) <br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016)
<br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016) <br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016)
<br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017) <br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017)
<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017) <br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018) <br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) <br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. <br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
Various tools Various tools
@ -210,45 +213,56 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k). - [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/). - [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks. See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
Support Forums
--------------
If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org.
For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
Frequently Asked Question (FAQ) Frequently Asked Question (FAQ)
------------------------------- -------------------------------
<b>Where is the documentation?</b> **Where is the documentation?**
- The documentation is at the top of imgui.cpp + effectively imgui.h. - The documentation is at the top of imgui.cpp + effectively imgui.h.
- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. - Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. - Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. - We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
<b>Which version should I get?</b> **Which version should I get?**
I 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. I 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.
<b>Who uses Dear ImGui?</b> You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) branches. Even though they are marked beta, several projects are using them and they are kept in sync with master regularly.
See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can! **Who uses Dear ImGui?**
<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b> See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) pages for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can!
**Why the odd dual naming, "dear imgui" vs "ImGui"?**
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations. The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b> **How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
<br><b>How can I display an image? What is ImTextureID, how does it works?</b> <br>**How can I display an image? What is ImTextureID, how does it works?**
<br><b>How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.</b> <br>**How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.**
<br><b>How can I load a different font than the default?</b> <br>**How can I use my own math types instead of ImVec2/ImVec4?**
<br><b>How can I easily use icons in my application?</b> <br>**How can I load a different font than the default?**
<br><b>How can I load multiple fonts?</b> <br>**How can I easily use icons in my application?**
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b> <br>**How can I load multiple fonts?**
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b> <br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?**
<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b> <br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)**
<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b> <br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
<br><b>How can I help?</b> <br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
<br>**How can I help?**
See the FAQ in imgui.cpp for answers. See the FAQ in imgui.cpp for answers.
<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b> **How do you use Dear ImGui on a platform that may not have a mouse or keyboard?**
You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
@ -256,28 +270,28 @@ You can share your computer mouse seamlessly with your console/tablet/phone usin
For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision. For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
<b>Can you create elaborate/serious tools with Dear ImGui?</b> **Can you create elaborate/serious tools with Dear ImGui?**
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. 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 requires 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 requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
<b>Can you reskin the look of Dear ImGui?</b> **Can you reskin the look of Dear ImGui?**
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. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged): 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. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png) ![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png)
<b>Why using C++ (as opposed to C)?</b> **Why using C++ (as opposed to C)?**
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, 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. Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, 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 reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly designed for binding in other languages. 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 [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages. There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. This is designed for binding 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 third-party bindings to other languages.
Support dear imgui Support dear imgui
------------------ ------------------
<b>How can I help financing further development of Dear ImGui?</b> **How can I help financing further development of Dear ImGui?**
Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library. Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
@ -287,7 +301,23 @@ Monthly donations via Patreon:
One-off donations via PayPal: One-off donations via PayPal:
<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U) <br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can invoice for private support, custom development etc. E-mail: omarcornut at gmail). Thanks! Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors.
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can also invoice for private support, custom development etc. contact me for details: omarcornut at gmail). Thanks!
**Platinum-chocolate sponsors**
- Blizzard Entertainment.
**Double-chocolate sponsors**
- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner.
**Salty caramel supporters**
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts.
**Caramel supporters**
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa.
And all other supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
Credits Credits
------- -------
@ -302,27 +332,6 @@ Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothi
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors.
Double-chocolate sponsors:
- Blizzard Entertainment
- Media Molecule
- Mobigame
- Insomniac Games
- Aras Pranckevičius
- Lizardcube
- Greggman
- DotEmu
Salty caramel supporters:
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
Caramel supporters:
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
License License
------- -------

View File

@ -17,7 +17,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: background options for child windows, border option (disable rounding). - window: background options for child windows, border option (disable rounding).
- window: resizing from any sides? done. > need backends to honor mouse cursors properly. (#822) - window: resizing from any sides? done. > need backends to honor mouse cursors properly. (#822)
- window: resize from borders: support some form of outer padding to make it easier to grab borders. (#822) - window: resize from borders: support some form of outer padding to make it easier to grab borders. (#822)
- window: begin with *p_open == false should return false. - window: fix resize glitch when collapsing an AlwaysAutoResize window.
- 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: 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.
@ -25,20 +26,25 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd. - 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: 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: GetWindowSize() returns (0,0) when not calculated? (#1045) - window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. - window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - window: investigate better auto-positioning for new windows.
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - 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
- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded renderering. - drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack. - 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: 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: primtiives/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: 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), especially RenderCheckmark(). - drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now). - drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- 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: 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/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.
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them. - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
- 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: 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.
@ -48,8 +54,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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 visauls for Disabled/ReadOnly mode and expose publicly (#211) - widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
- widgets: add always-allow-overlap mode. - widgets: add always-allow-overlap mode.
- 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: 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) - 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)
@ -59,19 +66,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input text: expose CursorPos in char filter event (#816) - input text: expose CursorPos in char filter event (#816)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active. - 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: way to dynamically grow the buffer without forcing the user to initially allocate for worse case, e.g. more natural std::string (follow up on #200)
- input text: hover tooltip could show unclamped text - input text: hover tooltip could show unclamped text
- 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 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 dependant). 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: what's the easiest way to implement a nice IP/Mac address input editor?
- 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 cut/paste without selection (cut/paste the 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)
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. - input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end.
- input number: optional range min/max for Input*() functions - input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled) - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down - input number: use mouse wheel to step up/down
@ -84,12 +92,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- layout: more generic alignment state (left/right/centered) for single items? - layout: more generic alignment state (left/right/centered) for single items?
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding. - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- layout: BeginGroup() needs a border option. (~#1496) - layout: BeginGroup() needs a border option. (~#1496)
- layout: vertical alignement of mixed height items (e.g. buttons) within a same line (#1284) - layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125) - columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125) - columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- columns: headers. reorderable. (#513, #125) - columns: headers. reorderable. (#513, #125)
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-critera. notify user when sort order changed. - columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
- columns: option to alternate background colors on odd/even scanlines. - columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse. - columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them. - columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
@ -99,10 +107,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- 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
- coloredit: it is still somehow awkward to copy colors around (unless going through Hex mode).
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not! - plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
- plot: PlotLines() should use the polygon-stroke facilities, less verticles (currently issues with averaging normals) - 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: 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: "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 the zero line
@ -121,17 +128,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tabs: re-ordering, close buttons, context menu, persistent order (#261, #351) - tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapped for std::string, std::vector etc. - ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc.
- button: provide a button that looks framed. - button: provide a button that looks framed.
- 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 is odd. - image button: not taking an explicit id is odd.
- 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). - 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: precision dragging - slider: relative dragging? + precision dragging
- slider: step option (#1183) - slider: step option (#1183)
- slider style: fill % of the bar instead of positioning a drag. - slider style: fill % of the bar instead of positioning a drag.
- knob: rotating knob widget (#942) - knob: rotating knob widget (#942)
@ -152,22 +159,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- listbox: scrolling should track modified selection. - listbox: scrolling should track modified selection.
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) !- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- popups/modal: make modal title bar blink when trying to click outside the modal
- popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497) - popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497)
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331) - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
- 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)
- 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: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse. - tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- 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: allow tooltips with timers? or general timer policy? (instaneous vs timed) - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207) - menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- menus: menu bars inside modals windows are acting weird. - menus: menu bars inside modal windows are acting weird.
- statusbar: add a per-window status bar helper similar to what menubar does. - 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: menubars: 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.
- text: selectable text (for copy) as a generic feature (ItemFlags?) - text: selectable text (for copy) as a generic feature (ItemFlags?)
@ -192,7 +201,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- style: better default styles. (#707) !- style: better default styles. (#707)
- style: add a highlighted text color (for headers, etc.) - style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447) - style: border types: out-screen, in-screen, etc. (#447)
- style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding.
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc. - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation). - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
@ -208,13 +216,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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.
- filters: set a current filter that tree node can automatically query to hide themselves - filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wildcards (with implicit leading/trailing *), regexps - 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: add demo. (#143, #479) - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov.
- 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: 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: test with reordering nodes (in a list, or a tree node). (#143) - drag and drop: test with reordering nodes (in a list, or a tree node). (#143)
- drag and drop: test integrating with os drag and drop. - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
- drag and drop: make payload optional? (#143)
- drag and drop: feedback when hovering a modal (cursor?)
- node/graph editor (#306) - node/graph editor (#306)
- pie menus patterns (#434) - pie menus patterns (#434)
- markup: simple markup language for color change? (#902) - markup: simple markup language for color change? (#902)
@ -222,18 +234,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font. !- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font.
- font: MergeMode: flags to select overwriting or not. - font: MergeMode: flags to select overwriting or not.
- font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal. - font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal.
- font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered. (#1619)
- font: free the Alpha buffer if user only requested RGBA. - font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). !- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y - font: a CalcTextHeight() helper could run faster than CalcTextSize().y
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- font: finish CustomRectRegister() to allow mapping unicode codepoint to custom texture data - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: PushFontSize API (#1018) - font: PushFontSize API (#1018)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font/atlas: add a missing Glyphs.reserve()
- font/atlas: incremental updates - font/atlas: incremental updates
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier. - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point. - font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font/text: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise - font/draw: need to be able to specify wrap start position.
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines)
- font: imgui_freetype.h alternative renderer (#618) - font: imgui_freetype.h alternative renderer (#618)
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct). - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct).
- 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?
@ -241,19 +255,22 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: fix AddRemapChar() to work before font has been built. - font: fix AddRemapChar() to work before font has been built.
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF. - font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
- 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.) - 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: patterns to make it possible for arrows key to update selection - nav: patterns to make it possible for arrows key to update selection
- nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f - nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
- nav: ESC within a menu of a child window seems to exit the child window. - nav: ESC within a menu of a child window seems to exit the child window.
- nav: ESC on a flattened child - 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: init request doesn't select items that are part of 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: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) - nav: 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: simulate right-click or context activation? (SHIFT+F10) - nav: simulate right-click or context activation? (SHIFT+F10)
- nav: tabs should go through most/all widgets (in submission order?). - nav: tabs should go through most/all widgets (in submission order?).
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. - nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys. - nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item? - nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
- 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.
@ -276,19 +293,19 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: ImVector: erase_unsorted() helper - misc: ImVector: erase_unsorted() helper
- misc: imgui_cpp: perhaps a misc/ header file with more friendly helper (e.g. type-infer versions of DragScalar, vector<> variants if appropriate for some functions). - misc: imgui_cpp: perhaps a misc/ header file with more friendly helper (e.g. type-infer versions of DragScalar, vector<> variants if appropriate for some functions).
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336) - web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
- web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336)
- web/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) - web/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)
- remote: make a system like RemoteImGui first-class citizen/project (#75) - 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 a common issue for new users. - demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users.
- demo: add drag and drop demo.
- demo: add vertical separator demo - demo: add vertical separator demo
- demo: add virtual scrolling example? - demo: add virtual scrolling example?
- demo: demonstration Plot offset - demo: demonstration Plot offset
- examples: window minimize, maximize (#583) - examples: window minimize, maximize (#583)
- examples: provide a zero-framerate/idle example. - examples: provide a zero frame-rate/idle example.
- examples: apple: example_apple should be using modern GL3.
- examples: 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) - examples: 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)
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038) - optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#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.

31
examples/.gitignore vendored
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@ -1,25 +1,38 @@
build/* build/*
*/Debug/* */Debug/*
*/Release/* */Release/*
*/ipch/*
*/x64/* */x64/*
*.opensdf
*.sdf
*.suo
*.vcxproj.user
*.o *.o
*.obj *.obj
*.exe *.exe
## Visual Studio cruft
.vs/*
*/ipch/*
*.opensdf
*.log
*.pdb *.pdb
*.ilk *.ilk
*.user
*.sdf
*.suo
*.VC.db *.VC.db
*.VC.VC.opendb *.VC.VC.opendb
## Xcode cruft
.DS_Store
project.xcworkspace
xcuserdata
## Emscripten output
*.out.js
*.out.wasm
## Unix executables ## Unix executables
opengl2_example/opengl2_example example_glfw_opengl2/example_glfw_opengl2
opengl3_example/opengl3_example example_glfw_opengl3/example_glfw_opengl3
sdl_opengl2_example/sdl_opengl2_example example_sdl_opengl2/example_sdl_opengl2
sdl_opengl3_example/sdl_opengl3_example example_sdl_opengl3/example_sdl_opengl3
## Dear ImGui Ini files ## Dear ImGui Ini files
imgui.ini imgui.ini

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@ -1,108 +1,230 @@
Those are standalone ready-to-build applications to demonstrate Dear ImGui. -----------------------------------------------------------------------
Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
-----------------------------------------------------------------------
Third party languages and frameworks bindings: Dear ImGui is highly portable and only requires a few things to run and render:
https://github.com/ocornut/imgui/wiki/Links
(languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht,
Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
(extras: RemoteImGui, ImWindow, imgui_wm, etc.)
TL;DR;
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified.
- To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read.
However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
- If you have your own engine, you probably want to read a few of the examples first then adapt it to
your engine. Please note that if your engine is based on OpenGL/DirectX you can perfectly use the
existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can
do that later when you already got things to work.
Dear ImGui is highly portable and only requires a few things to run and render.
- Providing mouse/keyboard inputs - Providing mouse/keyboard inputs
- Load the font atlas texture into graphics memory - Uploading the font atlas texture into graphics memory
- Providing a render function to render indexed textured triangles - Providing a render function to render indexed textured triangles
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc. - Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
So this is essentially what those examples are doing + the obligatory cruft for portability.
This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and examples bindings which we are describing here (examples/ folder).
You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
effort you can even perform the rendering remotely, on a different machine than the one running the logic.
This folder contains two things:
- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
They are the imgui_impl_XXXX files found in the examples/ folder.
- Example applications (standalone, ready-to-build) using the aforementioned bindings.
They are the in the XXXX_example/ sub-folders.
You can find binaries of some of those example applications at:
http://www.miracleworld.net/imgui/binaries
---------------------------------------
MISC COMMENTS AND SUGGESTIONS
---------------------------------------
- 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.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
catch up with what changed.
- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
cursor only when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
application drawing a shape directly under the mouse cursor.
---------------------------------------
EXAMPLE BINDINGS
---------------------------------------
Most the example bindings are split in 2 parts:
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.
Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
using your own functions, etc.
Please consider using the bindings to the lower-level platform/graphics API as-is.
Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
works and is bound, you can rewrite the code using your own systems.
- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
seamlessly detached from the main application window. This is achieved using an extra layer to the
platform and renderer bindings, which allows imgui to communicate platform-specific requests.
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
List of Renderer Bindings in this repository:
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Third-party framework, graphics API and languages bindings are listed at:
https://github.com/ocornut/imgui/wiki/Bindings
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
---------------------------------------
EXAMPLE APPLICATIONS
---------------------------------------
Building:
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide: third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX - Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+ - Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+ - A .sln project file for Visual Studio 2010+
- Xcode project files for the Apple examples
Please let me know if they don't work with your setup! Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler. directly with a command-line compiler.
Dear ImGui has zero to one frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
Consider that OS mouse cursors are typically drawn through a specific hardware accelerated route and may
feel smoother than other GPU rendered contents. You may experiment with the io.MouseDrawCursor flag to
request ImGui to draw a mouse cursor itself, to visualize the lag between a hardware cursor and a software
cursor. It might be beneficial to the user experience to switch to a software rendered cursor when an
interactive drag is in progress.
Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
leaving you with little option but sadness (Intel GPU drivers were reported as such).
example_win32_directx9/
opengl2_example/
**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using the code in the opengl3_example/ folder**
GLFW + OpenGL example (legacy, fixed pipeline).
This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to several OpenGL attributes to their initial state,
and might confuse your GPU driver.
opengl3_example/
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
directx9_example/
DirectX9 example, Windows only. DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
directx10_example/ example_win32_directx10/
DirectX10 example, Windows only. DirectX10 example, Windows only.
This is quite long and tedious, because: DirectX10. = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
directx11_example/ example_win32_directx11/
DirectX11 example, Windows only. DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11. = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
directx12_example/ example_win32_directx12/
DirectX12 example, Windows only. DirectX12 example, Windows only.
This is quite longer and tedious, because: DirectX12. This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
apple_example/ example_apple_metal/
OSX & iOS example. OSX & iOS + Metal.
On iOS, Using Synergy to access keyboard/mouse data from server computer. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
Synergy keyboard integration is rather hacky. (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
sdl_opengl2_example/ example_apple_opengl2/
**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** OSX + OpenGL2.
**Prefer using the code in the sdl_opengl3_example/ folder** (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
SDL2 + OpenGL example (legacy, fixed pipeline). = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
GLFW + OpenGL2 example (legacy, fixed pipeline).
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to 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 several OpenGL attributes to their initial state, make things more complicated, will require your code to reset many OpenGL attributes to their initial
and might confuse your GPU driver. state, and might confuse your GPU driver. One star, not recommended.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
sdl_opengl3_example/ example_glfw_opengl3/
SDL2 + OpenGL3 example. GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W).
This uses more modern OpenGL calls and custom shaders. This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders). Prefer using that if you are using modern OpenGL in your application (anything with shaders).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
allegro5_example/ example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
example_sdl_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
example_allegro5/
Allegro 5 example. Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
marmalade_example/ example_freeglut_opengl2/
Marmalade example using IwGx FreeGLUT + OpenGL2.
= main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
vulkan_example/ example_marmalade/
Vulkan example. Marmalade example using IwGx.
This is quite longer and tedious, because: Vulkan. = main.cpp + imgui_impl_marmalade.cpp

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// ImGui Allegro 5 bindings
// Implemented features:
// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Missing features:
// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui, Original code by @birthggd
#pragma once
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
IMGUI_API void ImGui_ImplA5_Shutdown();
IMGUI_API void ImGui_ImplA5_NewFrame();
IMGUI_API void ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data);
IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API bool Imgui_ImplA5_CreateDeviceObjects();
IMGUI_API void ImGui_ImplA5_InvalidateDeviceObjects();

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.DS_Store
imguiex.xcodeproj/project.xcworkspace/
imguiex.xcodeproj/xcuserdata/

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# iOS / OSX example
## Introduction
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The opengl3_example/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
## How to Use on iOS
* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
* Run the example app.
* Tap the "servername" button in the corner
* Enter the name or the IP of your synergy host
* If you had previously connected to a server, you may need to kill and re-start the app.
## How to Build on OSX
* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
* Run the command: `brew install glfw3`
* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
* Click `Run` button
## Notes and TODOs
Things that would be nice but I didn't get around to doing:
* iOS software keyboard not supported for text inputs
* iOS hardware (bluetooth) keyboards not supported
* Graceful disconnect/reconnect from uSynergy.
* Copy/Paste not well-supported
## C++ on iOS / OSX
ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.

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//
// AppDelegate.h
// imguiex
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end

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//
// AppDelegate.m
// imguiex
#import "AppDelegate.h"
@interface AppDelegate ()
@end
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
@end

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
<capability name="Constraints with non-1.0 multipliers" minToolsVersion="5.1"/>
</dependencies>
<objects>
<placeholder placeholderIdentifier="IBFilesOwner" id="-1" userLabel="File's Owner"/>
<placeholder placeholderIdentifier="IBFirstResponder" id="-2" customClass="UIResponder"/>
<view contentMode="scaleToFill" id="iN0-l3-epB">
<rect key="frame" x="0.0" y="0.0" width="480" height="480"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<label opaque="NO" clipsSubviews="YES" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="imguiex" textAlignment="center" lineBreakMode="middleTruncation" baselineAdjustment="alignBaselines" minimumFontSize="18" translatesAutoresizingMaskIntoConstraints="NO" id="kId-c2-rCX">
<rect key="frame" x="20" y="140" width="441" height="43"/>
<fontDescription key="fontDescription" type="boldSystem" pointSize="36"/>
<color key="textColor" cocoaTouchSystemColor="darkTextColor"/>
<nil key="highlightedColor"/>
</label>
</subviews>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
<constraints>
<constraint firstItem="kId-c2-rCX" firstAttribute="centerY" secondItem="iN0-l3-epB" secondAttribute="bottom" multiplier="1/3" constant="1" id="5cJ-9S-tgC"/>
<constraint firstAttribute="centerX" secondItem="kId-c2-rCX" secondAttribute="centerX" id="Koa-jz-hwk"/>
<constraint firstItem="kId-c2-rCX" firstAttribute="leading" secondItem="iN0-l3-epB" secondAttribute="leading" constant="20" symbolic="YES" id="fvb-Df-36g"/>
</constraints>
<nil key="simulatedStatusBarMetrics"/>
<freeformSimulatedSizeMetrics key="simulatedDestinationMetrics"/>
<point key="canvasLocation" x="548" y="455"/>
</view>
</objects>
</document>

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@ -1,44 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" initialViewController="BV1-FR-VrT">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
<capability name="Constraints to layout margins" minToolsVersion="6.0"/>
</dependencies>
<scenes>
<!--Game View Controller-->
<scene sceneID="tXr-a1-R10">
<objects>
<viewController id="BV1-FR-VrT" customClass="GameViewController" sceneMemberID="viewController">
<layoutGuides>
<viewControllerLayoutGuide type="top" id="8aa-yV-Osq"/>
<viewControllerLayoutGuide type="bottom" id="qHh-Mt-9TT"/>
</layoutGuides>
<view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="GLKView">
<rect key="frame" x="0.0" y="0.0" width="600" height="600"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<button opaque="NO" contentMode="scaleToFill" misplaced="YES" contentHorizontalAlignment="left" contentVerticalAlignment="center" buttonType="roundedRect" lineBreakMode="middleTruncation" translatesAutoresizingMaskIntoConstraints="NO" id="piS-r7-VWh">
<rect key="frame" x="16" y="550" width="136" height="30"/>
<state key="normal" title="servername">
<color key="titleShadowColor" white="0.5" alpha="1" colorSpace="calibratedWhite"/>
</state>
<connections>
<action selector="onServernameTapped:" destination="BV1-FR-VrT" eventType="touchUpInside" id="9sO-yv-0be"/>
</connections>
</button>
</subviews>
<color key="backgroundColor" white="0.0" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
<constraints>
<constraint firstItem="qHh-Mt-9TT" firstAttribute="top" secondItem="piS-r7-VWh" secondAttribute="bottom" constant="20" id="JxW-fj-qni"/>
<constraint firstItem="piS-r7-VWh" firstAttribute="leading" secondItem="3se-qz-xqx" secondAttribute="leadingMargin" constant="20" id="w5q-gx-tJj"/>
</constraints>
</view>
<connections>
<outlet property="btnServername" destination="piS-r7-VWh" id="9iV-ef-l6M"/>
</connections>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
</document>

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@ -1,12 +0,0 @@
//
// GameViewController.h
// imguiex
// This is the OpenGL Example template from XCode, modified to support ImGui
#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>
@interface GameViewController : GLKViewController
@end

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@ -1,479 +0,0 @@
//
// GameViewController.m
// imguiex
//
#import "GameViewController.h"
#import <OpenGLES/ES2/glext.h>
#import "imgui_impl_ios.h"
#import "debug_hud.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
#define SERVERNAME_KEY @"ServerName"
#define SERVERNAME_ALERT_TAG (10)
// Uniform index.
enum
{
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
UNIFORM_DIFFUSE_COLOR,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_NORMAL,
NUM_ATTRIBUTES
};
GLfloat gCubeVertexData[216] =
{
// Data layout for each line below is:
// positionX, positionY, positionZ, normalX, normalY, normalZ,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
};
@interface GameViewController () <UIAlertViewDelegate>
{
GLuint _program;
GLKMatrix4 _modelViewProjectionMatrix;
GLKMatrix3 _normalMatrix;
float _rotation;
GLuint _vertexArray;
GLuint _vertexBuffer;
DebugHUD _hud;
}
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;
@property (strong, nonatomic) ImGuiHelper *imgui;
@property (weak, nonatomic) IBOutlet UIButton *btnServername;
@property (strong, nonatomic) NSString *serverName;
- (IBAction)onServernameTapped:(id)sender;
- (void)setupGL;
- (void)tearDownGL;
- (BOOL)loadShaders;
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
- (BOOL)linkProgram:(GLuint)prog;
- (BOOL)validateProgram:(GLuint)prog;
@end
@implementation GameViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!self.context) {
NSLog(@"Failed to create ES context");
}
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
[self setupGL];
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
if (self.serverName)
{
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
[self.imgui connectServer: self.serverName ];
}
DebugHUD_InitDefaults( &_hud );
}
- (void)dealloc
{
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if ([self isViewLoaded] && ([[self view] window] == nil)) {
self.view = nil;
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
// Dispose of any resources that can be recreated.
}
- (BOOL)prefersStatusBarHidden {
return YES;
}
- (IBAction)onServernameTapped:(id)sender
{
UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
alert.alertViewStyle = UIAlertViewStylePlainTextInput;
alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
[alert show];
}
- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
{
if ((buttonIndex==0)&&(alertView.tag==SERVERNAME_ALERT_TAG))
{
// This is really janky. I usually just hardcode the servername since I'm building it anyway.
// If you want to properly handle updating the server, you'll want to tear down and recreate
// the usynergy stuff in connectServer
BOOL serverNameWasSet = self.serverName.length > 0;
NSString *serverName = [[alertView textFieldAtIndex:0] text];
if ([serverName length] > 0) {
self.serverName = serverName;
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
[userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
[userDefaults synchronize];
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
// If we hadn't previously connected, try now
if (!serverNameWasSet) {
[self.imgui connectServer:self.serverName];
}
else
{
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
message:@"Restart the app to connect the server"
delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
[alert show];
}
}
}
}
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
self.effect = [[GLKBaseEffect alloc] init];
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
glEnable(GL_DEPTH_TEST);
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
glBindVertexArrayOES(0);
}
- (void)tearDownGL
{
[EAGLContext setCurrentContext:self.context];
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArraysOES(1, &_vertexArray);
self.effect = nil;
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
}
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update
{
float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
self.effect.transform.projectionMatrix = projectionMatrix;
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
// Compute the model view matrix for the object rendered with GLKit
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
self.effect.transform.modelviewMatrix = modelViewMatrix;
// Compute the model view matrix for the object rendered with ES2
modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
_rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
// Start the dear imgui frame
[self.imgui newFrame];
// Create some UI elements
DebugHUD_DoInterface( &_hud );
// Render
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArrayOES(_vertexArray);
// Render the object with GLKit
[self.effect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 36);
// Render the object again with ES2
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
glDrawArrays(GL_TRIANGLES, 0, 36);
self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
// Render dear imgui as the last thing in the frame if possible
[self.imgui render];
}
#pragma mark - OpenGL ES 2 shader compilation
- (BOOL)loadShaders
{
GLuint vertShader, fragShader;
NSString *vertShaderPathname, *fragShaderPathname;
// Create shader program.
_program = glCreateProgram();
// Create and compile vertex shader.
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
NSLog(@"Failed to compile vertex shader");
return NO;
}
// Create and compile fragment shader.
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
NSLog(@"Failed to compile fragment shader");
return NO;
}
// Attach vertex shader to program.
glAttachShader(_program, vertShader);
// Attach fragment shader to program.
glAttachShader(_program, fragShader);
// Bind attribute locations.
// This needs to be done prior to linking.
glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
// Link program.
if (![self linkProgram:_program]) {
NSLog(@"Failed to link program: %d", _program);
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
return NO;
}
// Get uniform locations.
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
// Release vertex and fragment shaders.
if (vertShader) {
glDetachShader(_program, vertShader);
glDeleteShader(vertShader);
}
if (fragShader) {
glDetachShader(_program, fragShader);
glDeleteShader(fragShader);
}
return YES;
}
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
{
GLint status;
const GLchar *source;
source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
if (!source) {
NSLog(@"Failed to load vertex shader");
return NO;
}
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
NSLog(@"Shader compile log:\n%s", log);
free(log);
}
#endif
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(*shader);
return NO;
}
return YES;
}
- (BOOL)linkProgram:(GLuint)prog
{
GLint status;
glLinkProgram(prog);
#if defined(DEBUG)
GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program link log:\n%s", log);
free(log);
}
#endif
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
- (BOOL)validateProgram:(GLuint)prog
{
GLint logLength, status;
glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
@end

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@ -1,77 +0,0 @@
{
"images" : [
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "3x"
},
{
"size" : "60x60",
"idiom" : "iphone",
"filename" : "icon_imgui_60@2x~iphone.png",
"scale" : "2x"
},
{
"size" : "60x60",
"idiom" : "iphone",
"filename" : "icon_imgui_60@3x~iphone.png",
"scale" : "3x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "2x"
},
{
"size" : "76x76",
"idiom" : "ipad",
"filename" : "icon_imgui_76~ipad.png",
"scale" : "1x"
},
{
"size" : "76x76",
"idiom" : "ipad",
"filename" : "icon_imgui_76@2x~ipad.png",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "83.5x83.5",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

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//
// Shader.fsh
// imguiex
varying lowp vec4 colorVarying;
void main()
{
gl_FragColor = colorVarying;
}

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@ -1,25 +0,0 @@
//
// Shader.vsh
// imguiex
attribute vec4 position;
attribute vec3 normal;
varying lowp vec4 colorVarying;
uniform vec3 diffuseColor;
uniform mat4 modelViewProjectionMatrix;
uniform mat3 normalMatrix;
void main()
{
vec3 eyeNormal = normalize(normalMatrix * normal);
vec3 lightPosition = vec3(0.0, 0.0, 1.0);
float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
vec3 colorLit = diffuseColor * nDotVP;
colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
gl_Position = modelViewProjectionMatrix * position;
}

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//
// debug_hud.cpp
// imguiex
#include <stdio.h>
#include "debug_hud.h"
#include "imgui.h"
void DebugHUD_InitDefaults( DebugHUD *hud )
{
hud->show_demo_window = true;
hud->show_another_window = true;
hud->rotation_speed = 15.0f;
hud->cubeColor1[0] = 0.4f;
hud->cubeColor1[1] = 0.4f;
hud->cubeColor1[2] = 1.0f;
hud->cubeColor1[3] = 1.0f;
hud->cubeColor2[0] = 1.0f;
hud->cubeColor2[1] = 0.4f;
hud->cubeColor2[2] = 0.4f;
hud->cubeColor2[3] = 1.0f;
hud->clearColor[0] = 0.45f;
hud->clearColor[1] = 0.55f;
hud->clearColor[2] = 0.60f;
hud->clearColor[3] = 1.00f;
}
void DebugHUD_DoInterface(DebugHUD *hud)
{
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
ImGui::Checkbox("Another Window", &hud->show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: 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);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if (hud->show_another_window)
{
ImGui::Begin("Another Window", &hud->show_another_window);
ImGui::Text("Hello from another window!");
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
if (ImGui::Button("Close Me"))
hud->show_another_window = false;
ImGui::End();
}
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (hud->show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&hud->show_demo_window);
}
}

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//
// debug_hud.h
// imguiex
#pragma once
typedef struct DebugHUD
{
bool show_demo_window;
bool show_another_window;
float rotation_speed;
float cubeColor1[4];
float cubeColor2[4];
float clearColor[4];
} DebugHUD;
#if __cplusplus
extern "C" {
#endif
void DebugHUD_InitDefaults(DebugHUD *hud);
void DebugHUD_DoInterface(DebugHUD *hud);
#if __cplusplus
}
#endif

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// ImGui iOS+OpenGL+Synergy binding
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
// by Joel Davis (joeld42@gmail.com)
#pragma once
#include <Foundation/Foundation.h>
#include <UIKit/UIKit.h>
@interface ImGuiHelper : NSObject
- (id) initWithView: (UIView *)view;
- (void)connectServer: (NSString*)serverName;
- (void)render;
- (void)newFrame;
@end

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@ -1,808 +0,0 @@
// ImGui iOS+OpenGL+Synergy binding
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
// TODO:
// - Clipboard is not supported.
#import <OpenGLES/ES3/gl.h>
#import <OpenGLES/ES3/glext.h>
#include <sys/time.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netdb.h>
#include "imgui_impl_ios.h"
#include "imgui.h"
#include "uSynergy.h"
// From Carbon HIToolbox/Events.h
// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
enum {
kVK_ANSI_A = 0x00,
kVK_ANSI_S = 0x01,
kVK_ANSI_D = 0x02,
kVK_ANSI_F = 0x03,
kVK_ANSI_H = 0x04,
kVK_ANSI_G = 0x05,
kVK_ANSI_Z = 0x06,
kVK_ANSI_X = 0x07,
kVK_ANSI_C = 0x08,
kVK_ANSI_V = 0x09,
kVK_ANSI_B = 0x0B,
kVK_ANSI_Q = 0x0C,
kVK_ANSI_W = 0x0D,
kVK_ANSI_E = 0x0E,
kVK_ANSI_R = 0x0F,
kVK_ANSI_Y = 0x10,
kVK_ANSI_T = 0x11,
kVK_ANSI_1 = 0x12,
kVK_ANSI_2 = 0x13,
kVK_ANSI_3 = 0x14,
kVK_ANSI_4 = 0x15,
kVK_ANSI_6 = 0x16,
kVK_ANSI_5 = 0x17,
kVK_ANSI_Equal = 0x18,
kVK_ANSI_9 = 0x19,
kVK_ANSI_7 = 0x1A,
kVK_ANSI_Minus = 0x1B,
kVK_ANSI_8 = 0x1C,
kVK_ANSI_0 = 0x1D,
kVK_ANSI_RightBracket = 0x1E,
kVK_ANSI_O = 0x1F,
kVK_ANSI_U = 0x20,
kVK_ANSI_LeftBracket = 0x21,
kVK_ANSI_I = 0x22,
kVK_ANSI_P = 0x23,
kVK_ANSI_L = 0x25,
kVK_ANSI_J = 0x26,
kVK_ANSI_Quote = 0x27,
kVK_ANSI_K = 0x28,
kVK_ANSI_Semicolon = 0x29,
kVK_ANSI_Backslash = 0x2A,
kVK_ANSI_Comma = 0x2B,
kVK_ANSI_Slash = 0x2C,
kVK_ANSI_N = 0x2D,
kVK_ANSI_M = 0x2E,
kVK_ANSI_Period = 0x2F,
kVK_ANSI_Grave = 0x32,
kVK_ANSI_KeypadDecimal = 0x41,
kVK_ANSI_KeypadMultiply = 0x43,
kVK_ANSI_KeypadPlus = 0x45,
kVK_ANSI_KeypadClear = 0x47,
kVK_ANSI_KeypadDivide = 0x4B,
kVK_ANSI_KeypadEnter = 0x4C,
kVK_ANSI_KeypadMinus = 0x4E,
kVK_ANSI_KeypadEquals = 0x51,
kVK_ANSI_Keypad0 = 0x52,
kVK_ANSI_Keypad1 = 0x53,
kVK_ANSI_Keypad2 = 0x54,
kVK_ANSI_Keypad3 = 0x55,
kVK_ANSI_Keypad4 = 0x56,
kVK_ANSI_Keypad5 = 0x57,
kVK_ANSI_Keypad6 = 0x58,
kVK_ANSI_Keypad7 = 0x59,
kVK_ANSI_Keypad8 = 0x5B,
kVK_ANSI_Keypad9 = 0x5C
};
/* keycodes for keys that are independent of keyboard layout*/
enum {
kVK_Return = 0x24,
kVK_Tab = 0x30,
kVK_Space = 0x31,
kVK_Delete = 0x33,
kVK_Escape = 0x35,
kVK_Command = 0x37,
kVK_Shift = 0x38,
kVK_CapsLock = 0x39,
kVK_Option = 0x3A,
kVK_Control = 0x3B,
kVK_RightShift = 0x3C,
kVK_RightOption = 0x3D,
kVK_RightControl = 0x3E,
kVK_Function = 0x3F,
kVK_F17 = 0x40,
kVK_VolumeUp = 0x48,
kVK_VolumeDown = 0x49,
kVK_Mute = 0x4A,
kVK_F18 = 0x4F,
kVK_F19 = 0x50,
kVK_F20 = 0x5A,
kVK_F5 = 0x60,
kVK_F6 = 0x61,
kVK_F7 = 0x62,
kVK_F3 = 0x63,
kVK_F8 = 0x64,
kVK_F9 = 0x65,
kVK_F11 = 0x67,
kVK_F13 = 0x69,
kVK_F16 = 0x6A,
kVK_F14 = 0x6B,
kVK_F10 = 0x6D,
kVK_F12 = 0x6F,
kVK_F15 = 0x71,
kVK_Help = 0x72,
kVK_Home = 0x73,
kVK_PageUp = 0x74,
kVK_ForwardDelete = 0x75,
kVK_F4 = 0x76,
kVK_End = 0x77,
kVK_F2 = 0x78,
kVK_PageDown = 0x79,
kVK_F1 = 0x7A,
kVK_LeftArrow = 0x7B,
kVK_RightArrow = 0x7C,
kVK_DownArrow = 0x7D,
kVK_UpArrow = 0x7E
};
static char g_keycodeCharUnshifted[256] = {};
static char g_keycodeCharShifted[256] = {};
//static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_mouseWheelX = 0.0f;
static float g_mouseWheelY = 0.0f;
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static size_t g_VboSize = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
static float g_displayScale;
static int usynergy_sockfd;
static bool g_synergyPtrActive = false;
static uint16_t g_mousePosX = 0;
static uint16_t g_mousePosY = 0;
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
bool ImGui_ImplIOS_CreateDeviceObjects();
static NSString *g_serverName;
uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
{
// NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
// uSynergy does not support SSL.
NSLog( @"Connect Func!");
struct addrinfo hints, *res;
// first, load up address structs with getaddrinfo():
memset(&hints, 0, sizeof hints);
hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
hints.ai_socktype = SOCK_STREAM;
// get server address
getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
if (!res)
{
NSLog( @"Could not find server: %@", g_serverName );
return USYNERGY_FALSE;
}
// make a socket:
usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
// connect it to the address and port we passed in to getaddrinfo():
int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
if (!ret) {
NSLog( @"Connect succeeded...");
} else {
NSLog( @"Connect failed, %d", ret );
}
return USYNERGY_TRUE;
}
uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
{
// NSLog( @"Send Func" );
send( usynergy_sockfd, buffer, length, 0 );
return USYNERGY_TRUE;
}
uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
{
*outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
return USYNERGY_TRUE;
}
void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
{
usleep( timeMs * 1000 );
}
uint32_t ImGui_GetTimeFunc()
{
struct timeval tv;
gettimeofday(&tv, NULL);
return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
}
void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
{
puts(text);
}
void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
{
g_synergyPtrActive = active;
// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
}
void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
{
// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
uSynergyContext *ctx = (uSynergyContext*)cookie;
g_mousePosX = x;
g_mousePosY = y;
g_mouseWheelX = wheelX;
g_mouseWheelY = wheelY;
g_MousePressed[0] = buttonLeft;
g_MousePressed[1] = buttonMiddle;
g_MousePressed[2] = buttonRight;
ctx->m_mouseWheelX = 0;
ctx->m_mouseWheelY = 0;
}
void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
{
int scanCode = key-1;
// printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
ImGuiIO& io = ImGui::GetIO();
io.KeysDown[key] = down;
io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
// Add this as keyboard input
if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
{
// If this key maps to a character input, apply it
int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
io.AddInputCharacter((unsigned short)charForKeycode);
}
}
void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
{
printf("Synergy: joystick callback TODO\n");
}
void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
{
printf("Synergy: clipboard callback TODO\n" );
}
@interface ImGuiHelper ()
{
BOOL _mouseDown;
BOOL _mouseTapped;
CGPoint _touchPos;
uSynergyContext _synergyCtx;
dispatch_queue_t _synergyQueue;
}
@property (nonatomic, weak) UIView *view;
@property (nonatomic, strong) NSString *serverName;
@end
@implementation ImGuiHelper
- (id) initWithView: (UIView *)view
{
self = [super init];
if (self)
{
self.view = view;
[self setupImGuiHooks];
}
return self;
}
- (void)setupKeymaps
{
// The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
// but this was the best I could come up with. There are some device independent API's available
// to convert scan codes to unicode characters, but these are only available on mac and not
// on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
// this or any way to get the character codes out of usynergy.
g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
g_keycodeCharUnshifted[ kVK_Space ]=' ';
g_keycodeCharShifted[ kVK_ANSI_A ]='A';
g_keycodeCharShifted[ kVK_ANSI_S ]='S';
g_keycodeCharShifted[ kVK_ANSI_D ]='D';
g_keycodeCharShifted[ kVK_ANSI_F ]='F';
g_keycodeCharShifted[ kVK_ANSI_H ]='H';
g_keycodeCharShifted[ kVK_ANSI_G ]='G';
g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
g_keycodeCharShifted[ kVK_ANSI_X ]='X';
g_keycodeCharShifted[ kVK_ANSI_C ]='C';
g_keycodeCharShifted[ kVK_ANSI_V ]='V';
g_keycodeCharShifted[ kVK_ANSI_B ]='B';
g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
g_keycodeCharShifted[ kVK_ANSI_W ]='W';
g_keycodeCharShifted[ kVK_ANSI_E ]='E';
g_keycodeCharShifted[ kVK_ANSI_R ]='R';
g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
g_keycodeCharShifted[ kVK_ANSI_T ]='T';
g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
g_keycodeCharShifted[ kVK_ANSI_O ]='O';
g_keycodeCharShifted[ kVK_ANSI_U ]='U';
g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
g_keycodeCharShifted[ kVK_ANSI_I ]='I';
g_keycodeCharShifted[ kVK_ANSI_P ]='P';
g_keycodeCharShifted[ kVK_ANSI_L ]='L';
g_keycodeCharShifted[ kVK_ANSI_J ]='J';
g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
g_keycodeCharShifted[ kVK_ANSI_K ]='K';
g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
g_keycodeCharShifted[ kVK_ANSI_N ]='N';
g_keycodeCharShifted[ kVK_ANSI_M ]='M';
g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
g_keycodeCharShifted[ kVK_Space ]=' ';
}
- (void)setupImGuiHooks
{
ImGuiIO &io = ImGui::GetIO();
[self setupKeymaps];
// Account for retina display for glScissor
g_displayScale = [[UIScreen mainScreen] scale];
ImGuiStyle &style = ImGui::GetStyle();
style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
[self.view addGestureRecognizer:panRecognizer];
UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
[self.view addGestureRecognizer:tapRecoginzer];
// Fill out the Synergy key map
// (for some reason synergy scan codes are off by 1)
io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
io.KeyMap[ImGuiKey_End] = kVK_End+1;
io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
}
- (void)connectServer: (NSString*)serverName
{
self.serverName = serverName;
g_serverName = serverName;
// Init synergy
NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
uSynergyInit( &_synergyCtx );
_synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
_synergyCtx.m_clientWidth = self.view.bounds.size.width;
_synergyCtx.m_clientHeight = self.view.bounds.size.height;
_synergyCtx.m_connectFunc = ImGui_ConnectFunc;
_synergyCtx.m_sendFunc = ImGui_SendFunc;
_synergyCtx.m_receiveFunc = ImGui_RecvFunc;
_synergyCtx.m_sleepFunc = ImGui_SleepFunc;
_synergyCtx.m_traceFunc = ImGui_TraceFunc;
_synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
_synergyCtx.m_traceFunc = ImGui_TraceFunc;
_synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
_synergyCtx.m_mouseCallback = ImGui_MouseCallback;
_synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
_synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
// Create a background thread for synergy
_synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
dispatch_async( _synergyQueue, ^{
while (1) {
uSynergyUpdate( &_synergyCtx );
}
});
}
- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
{
if ((recognizer.state == UIGestureRecognizerStateBegan) ||
(recognizer.state == UIGestureRecognizerStateChanged))
{
_mouseDown = YES;
_touchPos = [recognizer locationInView:self.view];
}
else
{
_mouseDown = NO;
_touchPos = CGPointMake( -1, -1 );
}
}
- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
{
_touchPos = [recognizer locationInView:self.view];
_mouseTapped = YES;
}
- (void)render
{
ImGui::Render();
}
- (void)newFrame
{
ImGuiIO& io = ImGui::GetIO();
ImGuiStyle &style = ImGui::GetStyle();
if (!g_FontTexture)
{
ImGui_ImplIOS_CreateDeviceObjects();
}
io.DisplaySize = ImVec2( _view.bounds.size.width, _view.bounds.size.height );
io.MouseDrawCursor = g_synergyPtrActive;
if (g_synergyPtrActive)
{
style.TouchExtraPadding = ImVec2( 0.0, 0.0 );
io.MousePos = ImVec2( g_mousePosX, g_mousePosY );
for (int i=0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i];
}
// This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
io.MouseWheel = g_mouseWheelY / 500.0;
io.MouseWheelH = g_mouseWheelX / 500.0;
}
else
{
// Synergy not active, use touch events
style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
io.MousePos = ImVec2(_touchPos.x, _touchPos.y );
if ((_mouseDown) || (_mouseTapped))
{
io.MouseDown[0] = true;
_mouseTapped = NO;
}
else
{
io.MouseDown[0] = false;
}
}
ImGui::NewFrame();
}
@end
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
ImDrawList* cmd_list = draw_data->CmdLists[n];
ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
// Grow our buffer if needed
g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
}
unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
if (!vtx_data)
continue;
memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
glUnmapBuffer(GL_ARRAY_BUFFER);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)(pcmd->ClipRect.x * g_displayScale),
(int)((height - pcmd->ClipRect.w) * g_displayScale),
(int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
(int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
}
idx_buffer += pcmd->ElemCount;
}
}
// Restore modified state
glBindVertexArray(0);
glBindBuffer( GL_ARRAY_BUFFER, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glUseProgram(last_program);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, last_texture);
}
void ImGui_ImplIOS_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
}
bool ImGui_ImplIOS_CreateDeviceObjects()
{
const GLchar *vertex_shader =
"uniform mat4 ProjMtx;\n"
"attribute highp vec2 Position;\n"
"attribute highp vec2 UV;\n"
"attribute highp vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"uniform sampler2D Texture;\n"
"varying highp vec2 Frag_UV;\n"
"varying highp vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
"}\n";
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
NSLog(@"VERTEX Shader compile log:\n%s", log);
free(log);
}
#endif
glCompileShader(g_FragHandle);
#if defined(DEBUG)
glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
NSLog(@"FRAGMENT Shader compile log:\n%s", log);
free(log);
}
#endif
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ImGui_ImplIOS_CreateFontsTexture();
return true;
}

View File

@ -1,15 +0,0 @@
//
// AppDelegate.h
// imguiex-osx
//
// Created by James Chen on 4/5/16.
// Copyright © 2016 Joel Davis. All rights reserved.
//
#import <Cocoa/Cocoa.h>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@end

View File

@ -1,26 +0,0 @@
//
// AppDelegate.m
// imguiex-osx
//
// Created by James Chen on 4/5/16.
// Copyright © 2016 Joel Davis. All rights reserved.
//
#import "AppDelegate.h"
@interface AppDelegate ()
@property (weak) IBOutlet NSWindow *window;
@end
@implementation AppDelegate
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Insert code here to initialize your application
}
- (void)applicationWillTerminate:(NSNotification *)aNotification {
// Insert code here to tear down your application
}
@end

View File

@ -1,64 +0,0 @@
{
"images" : [
{
"idiom" : "mac",
"size" : "16x16",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "16x16",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "32x32",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "32x32",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "128x128",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "128x128",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "256x256",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "256x256",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "512x512",
"scale" : "1x"
},
{
"size" : "512x512",
"idiom" : "mac",
"filename" : "icon_imgui_180x180.png",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "512x512",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.8 KiB

View File

@ -1,6 +0,0 @@
{
"info" : {
"version" : 1,
"author" : "xcode"
}
}

View File

@ -1,13 +0,0 @@
//
// main.m
// imguiex-osx
//
// Created by James Chen on 4/5/16.
// Copyright © 2016 Joel Davis. All rights reserved.
//
#import <Cocoa/Cocoa.h>
int main(int argc, const char * argv[]) {
return NSApplicationMain(argc, argv);
}

View File

@ -1,539 +0,0 @@
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View File

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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx10_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib

View File

@ -1,27 +0,0 @@
// ImGui Win32 + DirectX10 binding
// Implemented features:
// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct ID3D10Device;
IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
IMGUI_API void ImGui_ImplDX10_Shutdown();
IMGUI_API void ImGui_ImplDX10_NewFrame();
IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

View File

@ -1,4 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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View File

@ -1,28 +0,0 @@
// ImGui Win32 + DirectX11 binding
// Implemented features:
// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct ID3D11Device;
struct ID3D11DeviceContext;
IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_API void ImGui_ImplDX11_Shutdown();
IMGUI_API void ImGui_ImplDX11_NewFrame();
IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

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@ -1,4 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib

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@ -1,40 +0,0 @@
// ImGui Win32 + DirectX12 binding
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
// Implemented features:
// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
ID3D12Device* device,
DXGI_FORMAT rtv_format,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_API void ImGui_ImplDX12_Shutdown();
IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

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@ -1,3 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx9_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib

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@ -1,27 +0,0 @@
// ImGui Win32 + DirectX9 binding
// Implemented features:
// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct IDirect3DDevice9;
IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
IMGUI_API void ImGui_ImplDX9_Shutdown();
IMGUI_API void ImGui_ImplDX9_NewFrame();
IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

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@ -12,12 +12,12 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
- On Ubuntu 14.04+ - On Ubuntu 14.04+
```bash ```bash
g++ -DIMGUI_USER_CONFIG=\"examples/allegro5_example/imconfig_allegro5.h\" -I ../.. main.cpp imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ..\imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
``` ```
- On Windows with Visual Studio's CLI - On Windows with Visual Studio's CLI
``` ```
set ALLEGRODIR=path_to_your_allegro5_folder set ALLEGRODIR=path_to_your_allegro5_folder
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/allegro5_example/imconfig_allegro5.h\" /I ..\.. main.cpp 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 ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
``` ```

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@ -0,0 +1,174 @@
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<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_allegro5.cpp" />
<ClCompile Include="imconfig_allegro5.h" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_allegro5.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\README.txt" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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</Project>

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@ -22,9 +22,15 @@
<ClCompile Include="main.cpp"> <ClCompile Include="main.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="imgui_impl_glfw_vulkan.cpp"> <ClCompile Include="..\imgui_impl_allegro5.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="imconfig_allegro5.h">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h"> <ClInclude Include="..\..\imconfig.h">
@ -36,7 +42,7 @@
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="imgui_impl_glfw_vulkan.h"> <ClInclude Include="..\imgui_impl_allegro5.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>

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@ -1,5 +1,5 @@
// ImGui - standalone example application for Allegro 5 // dear imgui: standalone example application for Allegro 5
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <stdint.h> #include <stdint.h>
#include <allegro5/allegro.h> #include <allegro5/allegro.h>
@ -16,20 +16,22 @@ int main(int, char**)
al_init_primitives_addon(); al_init_primitives_addon();
al_set_new_display_flags(ALLEGRO_RESIZABLE); al_set_new_display_flags(ALLEGRO_RESIZABLE);
ALLEGRO_DISPLAY* display = al_create_display(1280, 720); ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
al_set_window_title(display, "ImGui Allegro 5 example"); al_set_window_title(display, "Dear ImGui Allegro 5 example");
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue(); ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
al_register_event_source(queue, al_get_display_event_source(display)); al_register_event_source(queue, al_get_display_event_source(display));
al_register_event_source(queue, al_get_keyboard_event_source()); al_register_event_source(queue, al_get_keyboard_event_source());
al_register_event_source(queue, al_get_mouse_event_source()); al_register_event_source(queue, al_get_mouse_event_source());
// Setup Dear ImGui binding // Setup Dear ImGui context
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
ImGui_ImplA5_Init(display);
// Setup style // Setup Platform/Renderer bindings
ImGui_ImplAllegro5_Init(display);
// Setup Style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic(); //ImGui::StyleColorsClassic();
@ -56,6 +58,7 @@ int main(int, char**)
bool running = true; bool running = true;
while (running) while (running)
{ {
// 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. // - 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. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
@ -63,64 +66,67 @@ int main(int, char**)
ALLEGRO_EVENT ev; ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev)) while (al_get_next_event(queue, &ev))
{ {
ImGui_ImplA5_ProcessEvent(&ev); ImGui_ImplAllegro5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
running = false; running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{ {
ImGui_ImplA5_InvalidateDeviceObjects(); ImGui_ImplAllegro5_InvalidateDeviceObjects();
al_acknowledge_resize(display); al_acknowledge_resize(display);
Imgui_ImplA5_CreateDeviceObjects(); ImGui_ImplAllegro5_CreateDeviceObjects();
} }
} }
ImGui_ImplA5_NewFrame();
// 1. Show a simple window. // Start the Dear ImGui frame
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". ImGui_ImplAllegro5_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 float f = 0.0f;
static int counter = 0; static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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::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 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter++; counter++;
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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
} }
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. // 3. Show another simple window.
if (show_another_window) if (show_another_window)
{ {
ImGui::Begin("Another Window", &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!"); ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me")) if (ImGui::Button("Close Me"))
show_another_window = false; show_another_window = false;
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering // Rendering
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
ImGui::Render(); ImGui::Render();
ImGui_ImplA5_RenderDrawData(ImGui::GetDrawData()); al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
al_flip_display(); al_flip_display();
} }
// Cleanup // Cleanup
ImGui_ImplA5_Shutdown(); ImGui_ImplAllegro5_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
al_destroy_event_queue(queue); al_destroy_event_queue(queue);
al_destroy_display(display); al_destroy_display(display);

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@ -0,0 +1,8 @@
# iOS / OSX Metal example
## Introduction
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.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)

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@ -0,0 +1,19 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end
#else
#import <Cocoa/Cocoa.h>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@end
#endif

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@ -0,0 +1,12 @@
#import "AppDelegate.h"
@implementation AppDelegate
#if TARGET_OS_OSX
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
return YES;
}
#endif
@end

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@ -0,0 +1,9 @@
#import <MetalKit/MetalKit.h>
@interface Renderer : NSObject <MTKViewDelegate>
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
@end

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@ -0,0 +1,132 @@
#import "Renderer.h"
#import <Metal/Metal.h>
#include "imgui.h"
#include "imgui_impl_metal.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
#endif
@interface Renderer ()
@property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end
@implementation Renderer
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
{
self = [super init];
if(self)
{
_device = view.device;
_commandQueue = [_device newCommandQueue];
IMGUI_CHECKVERSION();
ImGui::CreateContext();
(void)ImGui::GetIO();
ImGui_ImplMetal_Init(_device);
ImGui::StyleColorsDark();
}
return self;
}
- (void)drawInMTKView:(MTKView *)view
{
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
#if TARGET_OS_OSX
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
#else
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
#endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil)
{
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
// Here, you could do additional rendering work, including other passes as necessary.
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData *drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit];
}
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
{
}
@end

View File

@ -0,0 +1,20 @@
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#import "Renderer.h"
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
@interface ViewController : UIViewController
@end
#else
#import <Cocoa/Cocoa.h>
@interface ViewController : NSViewController
@end
#endif

View File

@ -0,0 +1,130 @@
#import "ViewController.h"
#import "Renderer.h"
#include "imgui.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
#endif
@interface ViewController ()
@property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) Renderer *renderer;
@end
@implementation ViewController
- (MTKView *)mtkView {
return (MTKView *)self.view;
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.mtkView.device = MTLCreateSystemDefaultDevice();
if (!self.mtkView.device) {
NSLog(@"Metal is not supported");
abort();
}
self.renderer = [[Renderer alloc] initWithView:self.mtkView];
[self.renderer mtkView:self.mtkView drawableSizeWillChange:self.mtkView.bounds.size];
self.mtkView.delegate = self.renderer;
#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];
// 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, though we
// do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
if (event.type == NSEventTypeKeyDown && wantsCapture) {
return nil;
} else {
return event;
}
}];
ImGui_ImplOSX_Init();
#endif
}
#if TARGET_OS_OSX
- (void)mouseMoved:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)scrollWheel:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
#elif TARGET_OS_IOS
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
// as if it were a depressed left mouse button, and we don't bother handling
// multitouch correctly at all. This causes the "cursor" to behave very erratically
// when there are multiple active touches. But for demo purposes, single-touch
// interaction actually works surprisingly well.
- (void)updateIOWithTouchEvent:(UIEvent *)event {
UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO();
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
BOOL hasActiveTouch = NO;
for (UITouch *touch in event.allTouches) {
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
hasActiveTouch = YES;
break;
}
}
io.MouseDown[0] = hasActiveTouch;
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
#endif
@end

View File

@ -1,7 +1,7 @@
//
// main.m #import <TargetConditionals.h>
// imguiex
// #if TARGET_OS_IPHONE
#import <UIKit/UIKit.h> #import <UIKit/UIKit.h>
#import "AppDelegate.h" #import "AppDelegate.h"
@ -11,3 +11,13 @@ int main(int argc, char * argv[]) {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
} }
} }
#else
#import <Cocoa/Cocoa.h>
int main(int argc, const char * argv[]) {
return NSApplicationMain(argc, argv);
}
#endif

View File

@ -0,0 +1,549 @@
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</application>
<customObject id="Voe-Tx-rLC" customClass="AppDelegate"/>
<customObject id="YLy-65-1bz" customClass="NSFontManager"/>
<customObject id="Ady-hI-5gd" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="75" y="0.0"/>
</scene>
<!--Window Controller-->
<scene sceneID="R2V-B0-nI4">
<objects>
<windowController id="B8D-0N-5wS" sceneMemberID="viewController">
<window key="window" title="ImGui" allowsToolTipsWhenApplicationIsInactive="NO" autorecalculatesKeyViewLoop="NO" releasedWhenClosed="NO" animationBehavior="default" titleVisibility="hidden" id="IQv-IB-iLA">
<windowStyleMask key="styleMask" titled="YES" closable="YES" miniaturizable="YES" resizable="YES"/>
<windowPositionMask key="initialPositionMask" leftStrut="YES" rightStrut="YES" topStrut="YES" bottomStrut="YES"/>
<rect key="contentRect" x="196" y="240" width="480" height="270"/>
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<connections>
<outlet property="delegate" destination="B8D-0N-5wS" id="CyC-Pq-WbN"/>
</connections>
</window>
<connections>
<segue destination="XfG-lQ-9wD" kind="relationship" relationship="window.shadowedContentViewController" id="cq2-FE-JQM"/>
</connections>
</windowController>
<customObject id="Oky-zY-oP4" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
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<point key="canvasLocation" x="-128" y="390"/>
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<objects>
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<view key="view" wantsLayer="YES" id="m2S-Jp-Qdl" customClass="MTKView">
<rect key="frame" x="0.0" y="0.0" width="1280" height="720"/>
<autoresizingMask key="autoresizingMask"/>
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<point key="canvasLocation" x="205" y="1032"/>
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</scenes>
</document>

View File

@ -3,7 +3,7 @@
<plist version="1.0"> <plist version="1.0">
<dict> <dict>
<key>CFBundleDevelopmentRegion</key> <key>CFBundleDevelopmentRegion</key>
<string>en</string> <string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleExecutable</key> <key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string> <string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIconFile</key> <key>CFBundleIconFile</key>
@ -13,21 +13,19 @@
<key>CFBundleInfoDictionaryVersion</key> <key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string> <string>6.0</string>
<key>CFBundleName</key> <key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string> <string>imgui</string>
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>APPL</string> <string>APPL</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
<string>1.0</string> <string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>1</string> <string>1</string>
<key>LSMinimumSystemVersion</key> <key>LSMinimumSystemVersion</key>
<string>$(MACOSX_DEPLOYMENT_TARGET)</string> <string>$(MACOSX_DEPLOYMENT_TARGET)</string>
<key>NSHumanReadableCopyright</key> <key>NSHumanReadableCopyright</key>
<string>Copyright © 2016 Joel Davis. All rights reserved.</string> <string>Copyright © 2018 Warren Moore. All rights reserved.</string>
<key>NSMainNibFile</key> <key>NSMainStoryboardFile</key>
<string>MainMenu</string> <string>Main</string>
<key>NSPrincipalClass</key> <key>NSPrincipalClass</key>
<string>NSApplication</string> <string>NSApplication</string>
</dict> </dict>

View File

@ -0,0 +1,329 @@
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View File

@ -0,0 +1,282 @@
// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "../imgui_impl_osx.h"
#include "../imgui_impl_opengl2.h"
#include <stdio.h>
#import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
//-----------------------------------------------------------------------------------
// ImGuiExampleView
//-----------------------------------------------------------------------------------
@interface ImGuiExampleView : NSOpenGLView
{
NSTimer* animationTimer;
}
@end
@implementation ImGuiExampleView
-(void)animationTimerFired:(NSTimer*)timer
{
[self setNeedsDisplay:YES];
}
-(void)prepareOpenGL
{
[super prepareOpenGL];
#ifndef DEBUG
GLint swapInterval = 1;
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
if (swapInterval == 0)
NSLog(@"Error: Cannot set swap interval.");
#endif
}
-(void)updateAndDrawDemoView
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOSX_NewFrame(self);
ImGui::NewFrame();
// Global data for the demo
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
[[self openGLContext] makeCurrentContext];
ImGuiIO& io = ImGui::GetIO();
GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
glViewport(0, 0, width, height);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
// Present
[[self openGLContext] flushBuffer];
if (!animationTimer)
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
}
-(void)reshape
{
[[self openGLContext] update];
[self updateAndDrawDemoView];
}
-(void)drawRect:(NSRect)bounds
{
[self updateAndDrawDemoView];
}
-(BOOL)acceptsFirstResponder
{
return (YES);
}
-(BOOL)becomeFirstResponder
{
return (YES);
}
-(BOOL)resignFirstResponder
{
return (YES);
}
// Flip coordinate system upside down on Y
-(BOOL)isFlipped
{
return (YES);
}
-(void)dealloc
{
animationTimer = nil;
}
// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@end
//-----------------------------------------------------------------------------------
// ImGuiExampleAppDelegate
//-----------------------------------------------------------------------------------
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, readonly) NSWindow* window;
@end
@implementation ImGuiExampleAppDelegate
@synthesize window = _window;
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
{
return YES;
}
-(NSWindow*)window
{
if (_window != nil)
return (_window);
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
[_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp];
return (_window);
}
-(void)setupMenu
{
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* appMenu;
NSMenuItem* menuItem;
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
menuItem = [[NSMenuItem alloc] init];
[menuItem setSubmenu:appMenu];
[mainMenuBar addItem:menuItem];
appMenu = nil;
[NSApp setMainMenu:mainMenuBar];
}
-(void)dealloc
{
_window = nil;
}
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Make the application a foreground application (else it won't receive keyboard events)
ProcessSerialNumber psn = {0, kCurrentProcess};
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Menu
[self setupMenu];
NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 32,
0
};
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
format = nil;
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
[view setWantsBestResolutionOpenGLSurface:YES];
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
[self.window setContentView:view];
if ([view openGLContext] == nil)
NSLog(@"No OpenGL Context!");
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Platform/Renderer bindings
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// 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 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
}
@end
int main(int argc, const char* argv[])
{
@autoreleasepool
{
NSApp = [NSApplication sharedApplication];
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
[[NSApplication sharedApplication] setDelegate:delegate];
[NSApp run];
}
return NSApplicationMain(argc, argv);
}

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@ -0,0 +1,175 @@
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@ -0,0 +1,135 @@
// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
#include "imgui.h"
#include "../imgui_impl_freeglut.h"
#include "../imgui_impl_opengl2.h"
#include <GL/freeglut.h>
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed
#endif
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);
void my_display_code()
{
// 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();
}
}
void glut_display_func()
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplFreeGLUT_NewFrame();
my_display_code();
// Rendering
ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
glutSwapBuffers();
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);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutInitWindowSize(1280, 720);
glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
// Setup GLUT display function
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
glutDisplayFunc(glut_display_func);
// Setup Dear ImGui context
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Platform/Renderer bindings
ImGui_ImplFreeGLUT_Init();
ImGui_ImplFreeGLUT_InstallFuncs();
ImGui_ImplOpenGL2_Init();
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// 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 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
glutMainLoop();
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplFreeGLUT_Shutdown();
ImGui::DestroyContext();
return 0;
}

View File

@ -14,9 +14,10 @@
#CXX = g++ #CXX = g++
#CXX = clang++ #CXX = clang++
EXE = opengl2_example EXE = example_glfw_opengl2
SOURCES = main.cpp imgui_impl_glfw_gl2.cpp SOURCES = main.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
@ -26,7 +27,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux" ECHO_MESSAGE = "Linux"
LIBS = -lGL `pkg-config --static --libs glfw3` LIBS = -lGL `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ `pkg-config --cflags glfw3` CXXFLAGS = -I../ -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -37,7 +38,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
#LIBS += -L/usr/local/lib -lglfw3 #LIBS += -L/usr/local/lib -lglfw3
LIBS += -L/usr/local/lib -lglfw LIBS += -L/usr/local/lib -lglfw
CXXFLAGS = -I../../ -I/usr/local/include CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -46,7 +47,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows" ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32 LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3` CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -55,6 +56,9 @@ endif
%.o:%.cpp %.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp %.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<

View File

@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib

View File

@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid> <ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
<RootNamespace>opengl2_example</RootNamespace> <RootNamespace>example_glfw_opengl2</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -85,7 +85,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -99,7 +99,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -115,7 +115,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -135,7 +135,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -153,14 +153,17 @@
<ClCompile Include="..\..\imgui.cpp" /> <ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" /> <ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_glfw_gl2.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_glfw_gl2.h" /> <ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_opengl2.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" /> <None Include="..\..\misc\natvis\imgui.natvis" />

View File

@ -16,15 +16,21 @@
<ClCompile Include="..\..\imgui.cpp"> <ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="imgui_impl_glfw_gl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp"> <ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp"> <ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h"> <ClInclude Include="..\..\imconfig.h">
@ -33,12 +39,15 @@
<ClInclude Include="..\..\imgui.h"> <ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="imgui_impl_glfw_gl2.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl2.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />

View File

@ -1,19 +1,27 @@
// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline // dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// **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 opengl3_example/ folder** // **Prefer using the code in the example_glfw_opengl2/ folder**
// See imgui_impl_glfw.cpp for details. // See imgui_impl_glfw.cpp for details.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw_gl2.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_opengl2.h"
#include <stdio.h> #include <stdio.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.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.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
static void glfw_error_callback(int error, const char* description) static void glfw_error_callback(int error, const char* description)
{ {
fprintf(stderr, "Error %d: %s\n", error, description); fprintf(stderr, "Glfw Error %d: %s\n", error, description);
} }
int main(int, char**) int main(int, char**)
@ -22,18 +30,24 @@ int main(int, char**)
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) if (!glfwInit())
return 1; return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL2 example", NULL, NULL); GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
if (window == NULL)
return 1;
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync glfwSwapInterval(1); // Enable vsync
// Setup Dear ImGui binding // Setup Dear ImGui context
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
ImGui_ImplGlfwGL2_Init(window, true); //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup style // Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
// Setup Style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic(); //ImGui::StyleColorsClassic();
@ -59,64 +73,72 @@ int main(int, char**)
// Main loop // Main loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(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. // 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.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. // - 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();
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window. // Start the Dear ImGui frame
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{ {
static float f = 0.0f; static float f = 0.0f;
static int counter = 0; static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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::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 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter++; counter++;
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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
} }
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. // 3. Show another simple window.
if (show_another_window) if (show_another_window)
{ {
ImGui::Begin("Another Window", &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!"); ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me")) if (ImGui::Button("Close Me"))
show_another_window = false; show_another_window = false;
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering // Rendering
ImGui::Render();
int display_w, display_h; int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h); glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h); glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
ImGui::Render(); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData());
glfwMakeContextCurrent(window);
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
// Cleanup // Cleanup
ImGui_ImplGlfwGL2_Shutdown(); ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
glfwDestroyWindow(window); glfwDestroyWindow(window);

View File

@ -14,20 +14,39 @@
#CXX = g++ #CXX = g++
#CXX = clang++ #CXX = clang++
EXE = opengl3_example EXE = example_glfw_opengl3
SOURCES = main.cpp imgui_impl_glfw_gl3.cpp SOURCES = main.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl3.cpp
SOURCES += ../libs/gl3w/GL/gl3w.c SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
##---------------------------------------------------------------------
## OPENGL LOADER
##---------------------------------------------------------------------
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS = -I../libs/gl3w
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
## Using OpenGL loader: glad
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux" ECHO_MESSAGE = "Linux"
LIBS = -lGL `pkg-config --static --libs glfw3` LIBS = -lGL `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3` CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -38,7 +57,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
#LIBS += -L/usr/local/lib -lglfw3 #LIBS += -L/usr/local/lib -lglfw3
LIBS += -L/usr/local/lib -lglfw LIBS += -L/usr/local/lib -lglfw
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/include CXXFLAGS += -I../ -I../../ -I/usr/local/include
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -47,19 +66,26 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows" ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32 LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3` CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp %.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp %.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c %.o:../libs/gl3w/GL/%.c
# %.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $< $(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE) all: $(EXE)

View File

@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib

View File

@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid> <ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
<RootNamespace>opengl3_example</RootNamespace> <RootNamespace>example_glfw_opengl3</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -85,7 +85,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -99,7 +99,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -115,7 +115,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -135,7 +135,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -153,17 +153,20 @@
<ClCompile Include="..\..\imgui.cpp" /> <ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" /> <ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" /> <ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="imgui_impl_glfw_gl3.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_opengl3.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" /> <ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" /> <ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
<ClInclude Include="imgui_impl_glfw_gl3.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" /> <None Include="..\..\misc\natvis\imgui.natvis" />

View File

@ -19,9 +19,6 @@
<ClCompile Include="..\..\imgui.cpp"> <ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="imgui_impl_glfw_gl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\libs\gl3w\GL\gl3w.c"> <ClCompile Include="..\libs\gl3w\GL\gl3w.c">
<Filter>gl3w</Filter> <Filter>gl3w</Filter>
</ClCompile> </ClCompile>
@ -31,6 +28,15 @@
<ClCompile Include="..\..\imgui_draw.cpp"> <ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h"> <ClInclude Include="..\..\imconfig.h">
@ -39,9 +45,6 @@
<ClInclude Include="..\..\imgui.h"> <ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="imgui_impl_glfw_gl3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\gl3w.h"> <ClInclude Include="..\libs\gl3w\GL\gl3w.h">
<Filter>gl3w</Filter> <Filter>gl3w</Filter>
</ClInclude> </ClInclude>
@ -51,6 +54,12 @@
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl3.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />

View File

@ -0,0 +1,194 @@
// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.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.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Decide GL+GLSL versions
#if __APPLE__
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
// Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
if (window == NULL)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Initialize OpenGL loader
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
bool err = gl3wInit() != 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return 1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// 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 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (!glfwWindowShouldClose(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.
// - 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.
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwMakeContextCurrent(window);
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

View File

@ -1,5 +1,5 @@
cmake_minimum_required(VERSION 2.8) cmake_minimum_required(VERSION 2.8)
project(ImGuiGLFWVulkanExample C CXX) project(imgui_example_glfw_vulkan C CXX)
if(NOT CMAKE_BUILD_TYPE) if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
@ -20,7 +20,7 @@ include_directories(${GLFW_DIR}/include)
# ImGui # ImGui
set(IMGUI_DIR ../../) set(IMGUI_DIR ../../)
include_directories(${IMGUI_DIR}) include_directories(${IMGUI_DIR} ..)
# Libraries # Libraries
find_library(VULKAN_LIBRARY find_library(VULKAN_LIBRARY
@ -32,5 +32,5 @@ include_directories(${GLFW_DIR}/deps)
file(GLOB sources *.cpp) file(GLOB sources *.cpp)
add_executable(vulkan_example ${sources} ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp) add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
target_link_libraries(vulkan_example ${LIBRARIES}) target_link_libraries(example_glfw_vulkan ${LIBRARIES})

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@ -1,7 +1,7 @@
@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 /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

View File

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

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations"> <ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32"> <ProjectConfiguration Include="Debug|Win32">
@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid> <ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
<RootNamespace>opengl3_example</RootNamespace> <RootNamespace>example_glfw_vulkan</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -85,7 +85,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -99,7 +99,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -115,7 +115,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -135,7 +135,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -153,14 +153,17 @@
<ClCompile Include="..\..\imgui.cpp" /> <ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" /> <ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_glfw_vulkan.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_vulkan.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_glfw_vulkan.h" /> <ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_vulkan.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" /> <None Include="..\..\misc\natvis\imgui.natvis" />

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@ -0,0 +1,58 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_vulkan.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_vulkan.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>

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@ -0,0 +1,504 @@
// dear imgui: standalone example application for Glfw + Vulkan
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_vulkan.h"
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
#define GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <vulkan/vulkan.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.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
//#define IMGUI_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define IMGUI_VULKAN_DEBUG_REPORT
#endif
static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static ImGui_ImplVulkanH_WindowData g_WindowData;
static bool g_ResizeWanted = false;
static int g_ResizeWidth = 0, g_ResizeHeight = 0;
static void check_vk_result(VkResult err)
{
if (err == 0) return;
printf("VkResult %d\n", err);
if (err < 0)
abort();
}
#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)
{
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT
static void SetupVulkan(const char** extensions, uint32_t extensions_count)
{
VkResult err;
// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.enabledExtensionCount = extensions_count;
create_info.ppEnabledExtensionNames = extensions;
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// Enabling multiple validation layers grouped as LunarG standard validation
const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
// 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
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
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
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
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.pfnCallback = debug_report;
debug_report_ci.pUserData = NULL;
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err);
#else
// Create Vulkan Instance without any debug feature
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
#endif
}
// Select GPU
{
uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err);
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, you should find the best fit GPU for your purpose
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
g_PhysicalDevice = gpus[0];
free(gpus);
}
// Select graphics queue family
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
for (uint32_t i = 0; i < count; i++)
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
g_QueueFamily = i;
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != -1);
}
// Create Logical Device (with 1 queue)
{
int device_extension_count = 1;
const char* device_extensions[] = { "VK_KHR_swapchain" };
const float queue_priority[] = { 1.0f };
VkDeviceQueueCreateInfo queue_info[1] = {};
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queue_info[0].queueFamilyIndex = g_QueueFamily;
queue_info[0].queueCount = 1;
queue_info[0].pQueuePriorities = queue_priority;
VkDeviceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
create_info.pQueueCreateInfos = queue_info;
create_info.enabledExtensionCount = device_extension_count;
create_info.ppEnabledExtensionNames = device_extensions;
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
check_vk_result(err);
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
}
// Create Descriptor Pool
{
VkDescriptorPoolSize pool_sizes[] =
{
{ 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 = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
check_vk_result(err);
}
}
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
{
wd->Surface = surface;
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
fprintf(stderr, "Error no WSI support on physical device 0\n");
exit(-1);
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
#ifdef IMGUI_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
#endif
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
}
static void CleanupVulkan()
{
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// Remove the debug report callback
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator);
}
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
{
VkResult err;
VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
check_vk_result(err);
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
{
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
check_vk_result(err);
err = vkResetFences(g_Device, 1, &fd->Fence);
check_vk_result(err);
}
{
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
check_vk_result(err);
}
{
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = 1;
info.pClearValues = &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
// Record Imgui Draw Data and draw funcs into command buffer
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
// Submit command buffer
vkCmdEndRenderPass(fd->CommandBuffer);
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &image_acquired_semaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
{
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
check_vk_result(err);
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
static void glfw_resize_callback(GLFWwindow*, int w, int h)
{
g_ResizeWanted = true;
g_ResizeWidth = w;
g_ResizeHeight = h;
}
int main(int, char**)
{
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
// Setup Vulkan
if (!glfwVulkanSupported())
{
printf("GLFW: Vulkan Not Supported\n");
return 1;
}
uint32_t extensions_count = 0;
const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
SetupVulkan(extensions, extensions_count);
// Create Window Surface
VkSurfaceKHR surface;
VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
check_vk_result(err);
// Create Framebuffers
int w, h;
glfwGetFramebufferSize(window, &w, &h);
glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
SetupVulkanWindowData(wd, surface, w, h);
// 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
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
init_info.QueueFamily = g_QueueFamily;
init_info.Queue = g_Queue;
init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool;
init_info.Allocator = g_Allocator;
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// 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 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// 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_InvalidateFontUploadObjects();
}
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (!glfwWindowShouldClose(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.
// - 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.
glfwPollEvents();
if (g_ResizeWanted)
{
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
g_ResizeWanted = false;
}
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd);
FramePresent(wd);
}
// Cleanup
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
CleanupVulkan();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

View File

@ -1,8 +1,8 @@
// ImGui - standalone example application for Marmalade // dear imgui: standalone example application for Marmalade
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Copyright (C) 2015 by Giovanni Zito // Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui // This file is part of Dear ImGui
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_marmalade.h" #include "imgui_impl_marmalade.h"
@ -16,14 +16,16 @@ int main(int, char**)
{ {
IwGxInit(); IwGxInit();
// Setup Dear ImGui binding // Setup Dear ImGui context
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 Platform/Renderer bindings
ImGui_Marmalade_Init(true); ImGui_Marmalade_Init(true);
// Setup style // Setup Style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic(); //ImGui::StyleColorsClassic();
@ -52,55 +54,59 @@ int main(int, char**)
if (s3eDeviceCheckQuitRequest()) if (s3eDeviceCheckQuitRequest())
break; break;
// Poll and handle inputs
// 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. // - 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. // - 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.
s3eKeyboardUpdate(); s3eKeyboardUpdate();
s3ePointerUpdate(); s3ePointerUpdate();
ImGui_Marmalade_NewFrame();
// 1. Show a simple window. // Start the Dear ImGui frame
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". ImGui_Marmalade_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 float f = 0.0f;
static int counter = 0; static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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::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 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter++; counter++;
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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
} }
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. // 3. Show another simple window.
if (show_another_window) if (show_another_window)
{ {
ImGui::Begin("Another Window", &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!"); ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me")) if (ImGui::Button("Close Me"))
show_another_window = false; show_another_window = false;
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering // Rendering
ImGui::Render();
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear(); IwGxClear();
ImGui::Render();
ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData()); ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData());
IwGxSwapBuffers(); IwGxSwapBuffers();

View File

@ -17,6 +17,7 @@ options
includepaths includepaths
{ {
..
../.. ../..
} }
@ -32,13 +33,14 @@ files
../../imgui.cpp ../../imgui.cpp
../../imgui_demo.cpp ../../imgui_demo.cpp
../../imgui_draw.cpp ../../imgui_draw.cpp
../../imgui_widgets.cpp
../../imconfig.h ../../imconfig.h
../../imgui.h ../../imgui.h
../../imgui_internal.h ../../imgui_internal.h
["imgui","Marmalade binding"] ["imgui","Marmalade binding"]
imgui_impl_marmalade.h ../imgui_impl_marmalade.h
imgui_impl_marmalade.cpp ../imgui_impl_marmalade.cpp
main.cpp main.cpp
} }

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

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@ -1,4 +1,4 @@
// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs) // dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs)
#include "imgui.h" #include "imgui.h"
#include <stdio.h> #include <stdio.h>

View File

@ -14,9 +14,9 @@
#CXX = g++ #CXX = g++
#CXX = clang++ #CXX = clang++
EXE = sdl_opengl2_example EXE = example_sdl_opengl2
SOURCES = main.cpp imgui_impl_sdl_gl2.cpp SOURCES = main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
@ -26,7 +26,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux" ECHO_MESSAGE = "Linux"
LIBS = -lGL -ldl `sdl2-config --libs` LIBS = -lGL -ldl `sdl2-config --libs`
CXXFLAGS = -I../../ `sdl2-config --cflags` CXXFLAGS = -I ../ -I../../ `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -35,7 +35,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X" ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
CXXFLAGS = -I../../ -I/usr/local/include `sdl2-config --cflags` CXXFLAGS = -I ../ -I../../ -I/usr/local/include `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -44,7 +44,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows" ECHO_MESSAGE = "Windows"
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS = -I../../ `pkg-config --cflags sdl2` CXXFLAGS = -I ../ -I../../ `pkg-config --cflags sdl2`
CXXFLAGS += -Wall -Wformat CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -53,6 +53,9 @@ endif
%.o:%.cpp %.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp %.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<

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@ -0,0 +1,25 @@
# How to Build
- On Windows with Visual Studio's CLI
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
```
- On Linux and similar Unixes
```
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
```
- On Mac OS X
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
```

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@ -0,0 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
set OUT_DIR=Debug
set OUT_EXE=example_sdl_opengl2.exe
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

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@ -19,8 +19,8 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid> <ProjectGuid>{94E991D0-790A-4DAF-B442-AAADE3233C75}</ProjectGuid>
<RootNamespace>opengl3_example</RootNamespace> <RootNamespace>example_sdl_opengl2</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -85,7 +85,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -99,7 +99,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -115,7 +115,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -135,7 +135,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -153,14 +153,17 @@
<ClCompile Include="..\..\imgui.cpp" /> <ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" /> <ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_sdl_gl2.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
<ClCompile Include="..\imgui_impl_sdl.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_sdl_gl2.h" /> <ClInclude Include="..\imgui_impl_opengl2.h" />
<ClInclude Include="..\imgui_impl_sdl.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" /> <None Include="..\..\misc\natvis\imgui.natvis" />

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@ -0,0 +1,58 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_sdl.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl2.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_sdl.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>

View File

@ -1,13 +1,14 @@
// ImGui - standalone example application for SDL2 + OpenGL // dear imgui: standalone example application for SDL2 + OpenGL
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// **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 sdl_opengl3_example/ folder** // **Prefer using the code in the example_sdl_opengl3/ folder**
// See imgui_impl_sdl.cpp for details. // See imgui_impl_sdl.cpp for details.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl_gl2.h" #include "imgui_impl_sdl.h"
#include "imgui_impl_opengl2.h"
#include <stdio.h> #include <stdio.h>
#include <SDL.h> #include <SDL.h>
#include <SDL_opengl.h> #include <SDL_opengl.h>
@ -29,18 +30,21 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_DisplayMode current; SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current); SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup Dear ImGui binding // Setup Dear ImGui context
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
ImGui_ImplSdlGL2_Init(window);
// Setup style // Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
// Setup Style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic(); //ImGui::StyleColorsClassic();
@ -67,6 +71,7 @@ int main(int, char**)
bool done = false; bool done = false;
while (!done) while (!done)
{ {
// 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. // - 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. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
@ -74,61 +79,66 @@ int main(int, char**)
SDL_Event event; SDL_Event event;
while (SDL_PollEvent(&event)) while (SDL_PollEvent(&event))
{ {
ImGui_ImplSdlGL2_ProcessEvent(&event); ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) if (event.type == SDL_QUIT)
done = true; done = true;
} }
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window. // Start the Dear ImGui frame
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
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 float f = 0.0f;
static int counter = 0; static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
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::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 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter++; counter++;
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 / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
} }
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. // 3. Show another simple window.
if (show_another_window) if (show_another_window)
{ {
ImGui::Begin("Another Window", &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!"); ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me")) if (ImGui::Button("Close Me"))
show_another_window = false; show_another_window = false;
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering // Rendering
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); ImGui::Render();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render(); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
ImGui_ImplSdlGL2_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);
} }
// Cleanup // Cleanup
ImGui_ImplSdlGL2_Shutdown(); ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
SDL_GL_DeleteContext(gl_context); SDL_GL_DeleteContext(gl_context);

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