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1301 Commits
v1.64 ... v1.79

Author SHA1 Message Date
e5cb04b132 Version 1.79
+ Update readme and mission statement.
Removed "Minimize screen reel-estate usage", removed details on memory consumption (still very valid, just too much noise in a mission statement)
2020-10-08 16:01:59 +02:00
c6f9c558ec CI: Use our own discord notifier. 2020-10-08 14:23:55 +02:00
ae5b4991be Docs: update gallery links. (#3514) 2020-10-08 13:56:05 +02:00
03b1e643b4 Docs: Funding link, Tweaks, Gallery links. 2020-10-08 10:47:10 +02:00
12d9505534 CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and stored value matches neither zero neither the full set. 2020-10-07 15:13:04 +02:00
4fd43a8b64 Internals: removed NavLayerCurrentMask (redundant, add extra shift in ItemAdd(). 2020-10-05 14:52:18 +02:00
014e5078a8 Demo: add a small easter egg when the 4x4 board of Selectable is filled + tweaked the demo. 2020-10-05 13:08:32 +02:00
01cc666039 ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases. 2020-10-05 12:28:28 +02:00
6469b94304 Silence memset warning. (#3505)
Compiling the code as-is results in the following warning:

-->8--
imgui_freetype.cpp:341:72: warning: ‘void* memset(void*, int, size_t)’
        clearing an object of type ‘struct ImFontBuildSrcDataFT’ with no
        trivial copy-assignment; use assignment or value-initialization
        instead [-Wclass-memaccess]
  341 |     memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
      |                                                                        ^
imgui_freetype.cpp:302:8: note: ‘struct ImFontBuildSrcDataFT’ declared here
  302 | struct ImFontBuildSrcDataFT
      |        ^~~~~~~~~~~~~~~~~~~~
--8<--

This is caused by presence of ImVector<> directly in ImFontBuildSrcDataFT data
structure, as well as in the child ImBitVector. Since ImVector<> has a
constructor, the compiler infers that initialization by memset is not valid.
Such initialization is not a bug, however, as the default ImVector<> ctor just
sets the structure data members to 0, which is exactly what the memset does.

Casting the data structure address to void* pointer silences this warning.
2020-10-02 19:12:53 +02:00
7b1ab5b275 ImVector: Stricter bound-checking asserts. Fix warnings: trailing comma (old compilers), zealous preprocessor warnings. 2020-10-01 14:48:19 +02:00
5f336ce8f8 Tab Bar: Fixed buffer underflow in TabBarLayout, introduced by 4a57a982b (#3501, #3291)
+ Link to CI actions added in 3be352f
2020-10-01 13:31:53 +02:00
3be352fc80 CI: Add discord notifications. 2020-09-30 14:58:18 +02:00
179dc04d8a Examples: Added missing comments in example_apple_metal. (#3400) 2020-09-30 14:55:09 +02:00
52c0b1a340 ImGuiListClipper: internal rework and tidying up to facilitate supporting frozen rows in tables + stop promoting using constructors parameters. 2020-09-28 17:25:34 +02:00
324e0310ad Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. (#1829, #3209, #946, #413) 2020-09-25 13:34:31 +02:00
fbabf651f4 Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. Fixed README links. 2020-09-25 13:22:28 +02:00
1ec464eb9a Tab Bar: Further simplification of section/clip rect handling. (#3291) 2020-09-22 16:43:40 +02:00
6b76781c66 Tab Bar: Tidying up. Rework ShrinkWidths to allow marking tabs as not shrinkable (unused yet) + don't unnecessarily move data within ShrinkWidthBuffer. (#3291) 2020-09-22 16:43:39 +02:00
99f69eb185 Tab Bar: Moved up TabBarScrollingButtons function call. (#3291) 2020-09-22 16:43:39 +02:00
205874f5b1 Tab Bar: Fix reorderable tab bars. Fix misleading use of tab_max_width in TabBarLayout(). Misc amends, shortening. (#3291) 2020-09-22 16:43:39 +02:00
3422cb1308 Tab Bar: Various fixes. Tried to reduce code complexity. (#3291) 2020-09-22 16:43:39 +02:00
5e5f25e2dd Tab Bar: Rename named sections members into array. Various tidying up. (#3291) 2020-09-22 16:43:39 +02:00
7ac16c02cc Tab Bar: Fix multiple width and position computation issue. (#3291) 2020-09-22 16:43:38 +02:00
f23c39c395 Tab Bar: Fixed handling of scrolling policy with leading/trailing tabs. + warning fixes + bunch of renaming. (#3291)
Demo tweaks.
2020-09-22 16:43:38 +02:00
4a57a982be Tab Bar: Added TabItemButton(), ImGuiTabItemFlags_Leading, ImGuiTabItemFlags_Trailing + demo. (#3291)
(squashed various commits by 2 authors)
2020-09-22 16:43:38 +02:00
29836412e1 Internals, CollapsingHeader, TabItem: Standardized using a #CLOSE id prefix for TabItem and ColllapsingHeader (same as window) 2020-09-22 15:49:47 +02:00
27d0c3afa9 Tab Bar: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would generate an unnecessary extra draw call. 2020-09-21 20:00:25 +02:00
afc1099fb5 Tab Bar: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame. 2020-09-21 18:52:20 +02:00
795cf6fcb5 Removed return value from OpenPopupOnItemClick(). Use IsWindowAppearing() after BeginPopup() for a similar result. 2020-09-21 15:05:04 +02:00
a58a727781 Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting 99ab5210 2020-09-21 14:45:35 +02:00
ec945f44b5 InputText: Added support for Page Up/Down in InputTextMultiline. (#3430)
+ fix stb_textedit.h to build with C language (amend fbf70070)
2020-09-18 14:15:17 +02:00
8eca736a7a Update binary link
(contents of 20200412.zip's dx11.exe is flagged by Windows Defender, can't currently repro)
2020-09-18 10:05:12 +02:00
c206a19373 Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. (#1619)
+ Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
2020-09-17 16:45:21 +02:00
fbf70070bb InputText: Fixed minor inconsistency when pressing Down on the last line when it doesn't have a carriage return (it used to move to the end of the line)
+ fixed two of our typos in stb_textedit.h
2020-09-17 12:21:31 +02:00
c47bcb25ed Fix popup and tooltip positioning when not fitting in the screen. Amend fa42ccea8.
# Conflicts:
#	docs/CHANGELOG.txt
2020-09-17 11:02:04 +02:00
b7b08f52a4 Fix popup and tooltip positioning when not fitting in the screen. 2020-09-17 11:01:15 +02:00
825f699bde Backends: OpenGL3: Amends (#3467, #1985) 2020-09-17 09:55:58 +02:00
2460f2abe3 Backends: OpenGL3: Fix to avoid calling glBindSampler() with version <= 3.2 (#3467, #1985)
(nb: GLEW sets the define we previously used)
2020-09-17 09:34:11 +02:00
645a6e0342 Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers with a "%s" format string. (#3466) 2020-09-16 18:36:42 +02:00
d2939ce0a1 Columns: Make sure the ClipRect is valid. (#3475) 2020-09-16 16:52:57 +02:00
a1597cff08 Backends: DX12: Fix D3D12 Debug Layer warning if scissor rect is 0 width or 0 height. (#3472, #3462)
In the event where the scissor rect is 0 width or 0 height, don't call Draw, as it generates warnings if the D3D12 Debug Layer is enabled, and nothing would have been drawn anyway.
2020-09-16 10:43:17 +02:00
a8f409a848 Examples: DX12: Enable breaking on any warning/error when debug interface is enabled. (#3462, #3472) + misc comments & minor fixes. 2020-09-16 10:40:06 +02:00
e8447dea45 Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main viewport. Amend 41e2aa2. (#3459) 2020-09-08 22:39:53 +02:00
d8d58b038e Backends, Examples: DX12: Clarify support for 32-bit building in project files and comments. (#301) 2020-09-08 20:03:34 +02:00
41e2aa2e7a Backends: Vulkan: Separate the pipeline of the dear imgui created windows from the one created with the user's render-pass. (#3455, #3459)
This is mostly for the benefit of multi-viewports.
2020-09-08 16:54:48 +02:00
6a546a500f ImVector: fix max_size() for signed int value. Amend 444873404 (#3429, #3460) 2020-09-08 13:37:23 +02:00
8a9ee9cded Add const qualifier for parameter ImFontConfig of ImFont::AddGlyph (#3461) 2020-09-08 12:18:28 +02:00
206d78a524 InputText: Fixed minor glitch when erasing trailing lines in InputTextMultiline(). Fixed cursor being partially covered after using Ctrl+End key.
Removed unncessary one-empty-line-worth-of-scrolling.
2020-09-08 11:42:13 +02:00
36af398056 Sliders: Fixed using ImGuiSliderFlags_ClampOnInput with reverse sliders. (#3432, #3449) 2020-09-07 19:52:11 +02:00
b2039aac67 Slider: Fixed to reach maximum value with inverted integer min/max ranges, both with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) 2020-09-07 17:57:23 +02:00
6461fd40ab Examples: Fixed SDL+OpenGL2 and SDL+Vulkan examples not processing SDL_WINDOWEVENT_CLOSE events which tends to be needed in multi-viewport setting. 2020-09-07 12:23:26 +02:00
b25756be4a Examples: Vulkan: Switch validation layer. Fix CMakeLists to find Vulkan the standard way. (#3459) 2020-09-07 11:43:57 +02:00
751d153ca9 InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454). 2020-09-03 19:09:57 +02:00
70289ab42c Scrolling: Fixed edge snapping being applied prior to knowing ContentSize. (#3452)
Fix 473a01adb.
2020-09-03 17:38:51 +02:00
8db94cd992 Internals: Scroll related, comments & shallow tweaks. 2020-09-03 17:07:03 +02:00
b73305be11 Examples: Vulkan: Reworked buffer resize handling, amend df89a16d (#3390, #2626) 2020-09-02 12:43:23 +02:00
9a9ee7f813 NavInitWindow: Change IMGUI_DEBUG_LOG to IMGUI_DEBUG_LOG_NAV (#3450) 2020-09-01 23:19:33 +02:00
f4d062fa11 Nav: Added debug logging, extract bits of code into NavUpdateInitResult(). 2020-09-01 18:45:39 +02:00
a456d17dfc Internals: Begin: update ->Hidden flags only on first begin of the frame. (ignore whitespace to see simple diff) 2020-09-01 15:24:24 +02:00
ce230fc370 Internals: TabBar renaming and shuffling stuff around.
+ sneaking a readme change
2020-08-31 17:49:18 +02:00
13f718337a Internals: Added support for overriding locale decimal point, undocumented. (#2278) + Misc doc update.
Doc: Mention IMGUI_VERSION_NUM in recent api breaking changes + textwrap some demo code.
2020-08-28 18:38:31 +02:00
901d432cb7 Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787) Tidying up todo items. 2020-08-27 19:51:35 +02:00
302896d488 Basic optimization for ShadeVertsLinearColorGradientKeepAlpha() - especially for debug overhead - since it's used massively by some of our experiments. 2020-08-27 12:19:13 +02:00
093afd4f7f Internals: Added Name to ImGuiDataTypeInfo + minor misc comments in BeginGroup(). 2020-08-26 21:00:43 +02:00
45499b8f2f Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433) 2020-08-26 20:18:54 +02:00
8c80d533d9 Tab Bar: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave tabs reordered in the tab list popup. 2020-08-26 16:36:57 +02:00
b30d33378d Nav: Activate InputSource as Gamepad when pressing any of the digital d-pad button. 2020-08-26 12:41:05 +02:00
8d71bc2132 Internals: Nav: shallow refactor. 2020-08-26 12:39:34 +02:00
833eb771f2 Nav: Fix navigation resuming on first visible item when using gamepad.
In cases where navigation was requested with focused item out of view, clipping of current item rect resulted in an inverted rect, which was completely discarded and ImRect(0,0,0,0) was used as current point from which navigation scoring was calculated. IsInverted() check is completely removed as rect can no longer be inverted. Since rects are not initialized to ImRect(0,0,0,0) - old .Min.x != FLT_MAX check (which was changed in c7835dd189) is not necessary either.
2020-08-26 11:30:08 +02:00
1e8b9f84da Nav: Removed stateful NavMoveFromClampedRefRect and made it more explicit that nav move request from gamepad start from a clipped location. 2020-08-26 11:28:35 +02:00
4448734041 ImVector: added max_size() to facilitate usage with sol2 binding generator (#3429) 2020-08-26 11:03:55 +02:00
32be6c064b InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428) 2020-08-25 20:08:24 +02:00
5919a6fa89 Tab Bar: Keep tab item close button visible while dragging a tab (independent of hovering state).
Improve 08108cf
2020-08-25 19:28:29 +02:00
021c28ae39 Nav: Fix ScrollToBringRectIntoView() not bringing entire item into view when nav moves to the left. Correct some comments. 2020-08-25 16:48:49 +02:00
08108cf9ee Tab Bar: Hide tab item close button while dragging a tab. 2020-08-25 16:48:31 +02:00
2e50d0706b Selectable: Tweaks. Added internal ImGuiSelectableFlags_NoPadWithHalfSpacing. 2020-08-24 16:31:00 +02:00
d451f6cc30 Nav tweaks. Demo: Fixed drag and drop demo state (broken by f152fac4f1). Fixed incorrect format string (which would work without IMGUI_DISABLE_OBSOLETE_FUNCTIONS). 2020-08-24 14:56:50 +02:00
7b0570d6ba Revert "Drags, Sliders: internal ReadOnly flag gets forwarded properly to temp InputText()."
This reverts commit 640d1f60ce140e4c2bf858ac2f2e8a96d432e6a4.
2020-08-21 20:15:07 +02:00
fdf952108d Drags, Sliders: internal ReadOnly flag gets forwarded properly to temp InputText(). 2020-08-21 19:17:44 +02:00
df89a16d26 Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) 2020-08-21 15:29:57 +02:00
9b50e691ed TreeNode: Made clicking on arrow toggle toggle the open state on the Mouse Down event. Amend 05420ea2c. 2020-08-20 22:38:00 +02:00
97dad66516 Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible. 2020-08-20 16:49:11 +02:00
9262609eaf Version 1.79 WIP 2020-08-20 16:46:44 +02:00
05a25e5f36 BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(), so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range. 2020-08-20 16:24:54 +02:00
fc9ccad6b9 InputText: Add ImGuiInputTextFlags_CallbackEdit, selection helpers in ImGuiInputTextCallbackData(). Add simple InputText() callbacks demo. 2020-08-20 11:25:39 +02:00
024993adf9 Revert leftovers from 4c201994d4 2020-08-20 11:25:05 +02:00
4c201994d4 DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case where v_min == v_max. (#3361) 2020-08-20 11:21:15 +02:00
5dc5610ad5 Docs: TODO, FAQ 2020-08-20 11:20:17 +02:00
95c99aaa4b Version 1.78 2020-08-18 17:50:45 +02:00
c6b01e8e1d Drag, Sliders: Merged ImGuiDragFlags back into ImGuiSliderFlags. (#3361, #1823, #1316, #642, #1829, #3209)
Technically API breaking (but ImGuiDragFlags were pushed on master 16 hours ago)
2020-08-18 17:02:58 +02:00
14539b3ed2 Update Emscripten readme about emrun (#3412) 2020-08-18 12:34:19 +02:00
d3fcc37e9e Update Emscripten readme about local XHR requests (#3412) 2020-08-18 12:27:40 +02:00
3c65b650e8 Merge branch 'features/logarithmic_sliders' 2020-08-17 22:11:09 +02:00
f32663b33c Drags, Sliders: Removed locking behavior with min > max (added in 1.73) 2020-08-17 22:10:42 +02:00
7f8f0096d8 Internals: Renamed SliderCalcRatioFromValueT() -> ScaleRatioFromValueT(), SliderCalcValueFromRatioT() -> ScaleValueFromRatioT().
Replaced drag/slider flags with a single bool is_logarithmic in those functions.
2020-08-17 22:10:42 +02:00
fb0f2ebd41 Drags, Sliders: Tweaks. 2020-08-17 22:10:42 +02:00
fa279a6aa0 Drags, Sliders: Added deadzone to make selecting 0.0 on linear sliders easier, slider navigation delta accumulation. (#3361, #1823, #1316, #642) 2020-08-17 22:10:42 +02:00
f75b29e7be Drags, Sliders: Added ImGuiDragFlags_NoInput/ImGuiSliderFlags_NoInput to disable turning widget into a text input with CTRL+Click or Nav Enter. 2020-08-17 22:10:42 +02:00
8018623c5b Drags, Sliders: Added ImGuiDragFlags_NoRoundToFormat / ImGuiSliderFlags_NoRoundToFormat flags (#642) 2020-08-17 22:10:41 +02:00
170d02bd99 Drags, Sliders: Added ImGuiDragFlags_ClampOnInput/ImGuiSliderFlags_ClampOnInput flags to force clamping value when using CTRL+Click to type in a value manually. (#1829, #3209) 2020-08-17 22:10:41 +02:00
7607aea018 Drags, Sliders: Removed power features. Old entry points will pass-through if power=1.0f, otherwise assert + safe fallback. Remove 3 redirection functions (#3361, #1823, #1316, #642) 2020-08-17 22:10:41 +02:00
43c099f31e Drags, Sliders: Logarithmic: Moved flags to internals, allowing 1.0f to pass by. (#3361, #1823, #1316, #642) 2020-08-17 22:10:41 +02:00
152dae9e2a Drags, Sliders: Logarithmic: Split back flags into drag/slider flags. Moved to an obsolete section. (#3361, #1823, #1316, #642) 2020-08-17 22:10:40 +02:00
9f98b4e7f2 Drags, Sliders: Logarithmic: Added logarithmic mode support to drag widgets, extended API to add flags to drag/sliders (#3361, #1823, #1316, #642) 2020-08-17 22:10:40 +02:00
a252a287bf Drags, Sliders: Logarithmic: WIP experiments with trying to make logarithmic sliders sensible (#3361, #1823, #1316, #642) 2020-08-17 22:10:40 +02:00
46d75202b8 Tab Bar: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame).
+ larger combo height on TabBarTabListPopupButton()
2020-08-17 12:57:47 +02:00
0e5b1ea297 CI: imscripten fastcomp backend is now deprecated (#3402)
Fastcomp backend was introduced here: 14b18697e6
Emscripten changelog: https://emscripten.org/docs/introducing_emscripten/release_notes.html?highlight=2.0.0:%2008/10/2020
Emscripten issue: https://github.com/emscripten-core/emsdk/pull/590

Updated CHANGELOG.txt
2020-08-12 16:26:42 +02:00
214dd68ec1 Comments, clarifying ClosePopupsOverWindow(). 2020-08-11 10:55:53 +02:00
a4dd4d60b4 CI: moved static analysis to a separate project + fix (uninitialized variable, was harmless in this case). 2020-08-10 17:46:02 +02:00
8241cd6284 Make moving window prevent its active id from being stolen (#3392, #3243, #1738)
Amend 7b3d379, 615e9ae3

# Conflicts:
#	imgui.cpp
#	imgui_widgets.cpp
2020-08-10 16:30:23 +02:00
009276b6cb Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (#3394, #2424, #1463) [@nobody-special666]
Amend 7dea158175
+ Fix vsproj GUID
2020-08-10 15:31:48 +02:00
209a6a751c Revert "Examples: Switch most VS projects to enable Edit & Continue by default (may need to upgrade projects to latest toolchain)"
This reverts commit a24578ec09.
/ZI not supported on 64-bit on some toolchains, leaving to default is best?
2020-08-10 11:33:59 +02:00
89ac87cd91 Internals: Added SetLastItemData, rename ImGuiItemHoveredDataBackup to ImGuiLastItemDataBackup. 2020-08-10 11:31:55 +02:00
90b152f265 ImFontAtlas: Fixed multiple rebuild with same inputs erroneously increased ConfigDataCount. CI: Update Ubuntu 18.04 > 20.04 (motivated by #3369)
Fix Freetype warning.
2020-08-07 16:27:55 +02:00
ede8825fb2 Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. Broken by a06eb833 (#3390) 2020-08-07 15:24:00 +02:00
b15b25bccd TabBar: made a change to that declared ideal width (for auto-resize) won't lag by an extra frame.
Vaguely relate to underlying (uncommited) work for #3291
2020-08-06 16:35:29 +02:00
8074b49148 Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns). (#3187, #3386)
# Conflicts:
#	imgui_widgets.cpp
2020-08-05 19:24:07 +02:00
fc61018b1c Demo: Renamed "Layout" -> "Layout & Scrolling". Fixed usage of local struct as template class (c++11). 2020-08-05 17:10:06 +02:00
473a01adb0 Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll limits. (#3379) + Demo: Rename "Layout" to "Layout & Scrolling". 2020-08-05 17:09:40 +02:00
a24578ec09 Examples: Switch most VS projects to enable Edit & Continue by default (may need to upgrade projects to latest toolchain) 2020-08-05 15:02:30 +02:00
db886f3953 Demo: Rework Clipping section. Fix for static analysis. Added bindings in Readme. 2020-08-05 10:43:42 +02:00
963839373c Demo tweaks + general removal of the word dummy were possible with no issues (kept the API call). 2020-08-03 21:31:42 +02:00
55041ac3be Demo: Removed thin triangle and aligned code. 2020-08-03 19:46:26 +02:00
912c45ab23 Demo: Improve "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu. 2020-08-03 19:46:25 +02:00
4929a8e4a5 InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h) and allowed to pass them to InvisibleButton(). 2020-08-03 18:45:30 +02:00
a876ad877d Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup) from marking the window as moved.
+ comments
2020-08-03 18:05:20 +02:00
5d87941451 Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled from the merged/target font settings when merging fonts, instead of being pulled from the source font settings. 2020-08-02 12:20:13 +02:00
76ddacd2a1 Internals: Backport HoveredWindowUnderMovingWindow code from Docking branch.
(effectively allowing a window to be a drag payload without have to make it _NoInputs)
2020-07-29 15:32:25 +02:00
218ff3a2a5 Internals: Backport one ->WasActive test in NavRestoreLastChildNavWindow() from 9bf6509c6 + minor/shallow bits from docking branch. 2020-07-29 15:11:24 +02:00
c7f5876f8a Internals: backport window HitTestHole code from docking branch + RenderRectFilledWithHole() helper. (#1512, #3368) 2020-07-29 15:03:52 +02:00
bbd061538c Internals: Drag/Sliders: simplified some code. 2020-07-24 13:00:56 +02:00
b8c22bdb28 DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both min and max value are on the same value. (#1441) 2020-07-23 19:05:18 +02:00
fdc526e8f8 Stop advertisting for Drag v_min>v_max which was introduced in 1.73 likely for 0537ac00 then made unnecessary with 32c33c66, added undocumented ImGuiItemFlags_ReadOnly as possible replacement (unused), (#211) 2020-07-23 18:19:11 +02:00
b335225caa Internals: Extract ImFontAtlasBuildRender1bppRectFromString() out of ImFontAtlasBuildRenderDefaultTexData() + minor renaming, comments 2020-07-22 17:31:59 +02:00
e223bd8177 ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0. 2020-07-16 22:25:56 +02:00
4be8155002 Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.. 2020-07-16 21:51:49 +02:00
825f2ae455 Demo: Tweak "child windows" section. (#3318) 2020-07-16 17:20:24 +02:00
eefae08261 Nav: Fixed clicking on void from not clearing focused window. Amend d31fe97f7. (#3344, #2880)
This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard flag being cleared accordingly.
2020-07-14 18:36:35 +02:00
550f110354 InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more than ~16 KB characters. (#3349) 2020-07-12 23:51:13 +02:00
fb7f6cab8c Backends: Amend, docs + extra comments. (#3330, #3245) 2020-07-10 14:36:00 +02:00
06f7854b16 Backends: OpenGL3: Add glad 2 to OpenGL loaders. (#3330) 2020-07-10 14:34:25 +02:00
89685b346c ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate an extra unrequired vertex.
Actual missing code for d3b37180a3, thanks @domgho!
2020-07-09 11:21:31 +02:00
66336528c8 Merge branch 'features/tex_antialiased_lines' (#3245) 2020-07-08 20:20:07 +02:00
3a6c9907cd Texture-based thick lines: Minor tweaks and rename toward merging in master. Changes to allow changing AA_SIZE (disable texture path). 2020-07-08 20:18:41 +02:00
b5bae9781d Texture-based thick lines: Only use textured lines for integer line widths 2020-07-08 17:38:02 +02:00
78d6bdf080 Texture-based thick lines: Remove unnecessary indirection in fetching UV data, removed lerp call, renames, tweaks. 2020-07-08 17:38:02 +02:00
a07c8b6999 Texture-based thick lines: Fixes for AddCustomRect api, add IMGUI_HAS_TEXLINES define (temporarily) to facilitate working with test cases, Demo allows growing FrameBorderSize for testing 2020-07-08 17:38:02 +02:00
21d9e8e1f4 Texture-based thick lines: Simplified line width calculation code and removed hack for thickness 1.0 lines 2020-07-08 17:38:02 +02:00
403bf45245 Texture-based thick lines: Allow interpolation between textures for non-integer line widths 2020-07-08 17:38:01 +02:00
222b7ddbfa Texture-based thick lines: Tweaks, fix for truetype builder. 2020-07-08 17:38:01 +02:00
741ab74b55 Texture-based thick lines: Improvements to code for drawing anti-aliased lines using textures
Moved line width into a constant
Removed test code (now in imgui-tests)
Improved matching between geometry and texture rendering at non-integer sizes
2020-07-08 17:38:01 +02:00
1d3c3070d8 Texture-based thick lines: Initial version of AA line drawing using textures (press SHIFT to enable) 2020-07-08 17:38:01 +02:00
8e4046e13b Atlas build use GetCustomRectByIndex() + comments, rename, and shallow merge from tex_antialiasing_lines branch. 2020-07-08 17:25:40 +02:00
0d03e1fafa CI: Fix emscripten builds that broke due behavior change of emscripten SDK. 2020-07-07 13:06:02 +02:00
a1d2c6fad9 Fixed invalid comment (#3327) 2020-06-30 19:00:31 +02:00
ab4ef822f0 Version 1.78 WIP 2020-06-30 16:56:09 +02:00
0738611559 Misc: Bunch of code formatting changes suggested by a pass running 'astyle' 2020-06-30 16:37:21 +02:00
dca7c3c629 TestEngine: Added hook to notify test engine of a removed imgui context. 2020-06-29 20:16:55 +02:00
9418dcb693 Version 1.77
+ fix minor clang-tidy warnings which seems reasonable
2020-06-29 15:54:28 +02:00
122febcdbf IO: Added storage for PenPressure (unused by core library, to facilitate experiments) (#2372) 2020-06-29 15:03:11 +02:00
dd02a180b5 Windows: Amend 6b0cf2e6 to facilitate working in viewport branch + handle safe area padding and ConfigWindowsMoveFromTitleBarOnly. 2020-06-25 23:04:55 +02:00
6b0cf2e6ae Windows: Fix unintended window size changes when resizing windows close to main viewport edges. 2020-06-25 22:16:19 +02:00
45a7cf47ab FAQ update, removed redundant block in imgui.cpp 2020-06-25 16:44:06 +02:00
fed80b9537 Popups: Changed 'int mouse_buttons' to ImGuiPopupFlags. Added ImGuiPopupFlags_NoOpenOverExistingPopup, ImGuiPopupFlags_NoOpenOverItems. Refactored signature of BeginPopupContextWindow(). 2020-06-23 20:05:15 +02:00
5acf6d861a Popups: Added ImGuiPopupFlags type, ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen().
# Conflicts:
#	docs/CHANGELOG.txt
2020-06-23 20:00:32 +02:00
1c35750ee0 Added ImGuiCond_None for consistency and for generated bindings needing this for enums mapping. 2020-06-23 19:45:31 +02:00
b83a1f3b00 BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will not always be auto-centered. (#915, #3091) 2020-06-23 17:52:13 +02:00
68389200c4 Internals: Comments about CalcWrapWidthForPos() (#778) 2020-06-23 16:29:48 +02:00
e0ec69d84b Internals: Added ImageButtonEx() helper to temporarily bypass ID issues (#2464, #1390) 2020-06-23 15:47:07 +02:00
1a1dcea1a0 Internals: Initialize drawlist earlier in Begin() to facilitate detecting accidental draw earlier than legal. (#3311) 2020-06-20 22:04:04 +02:00
99f68d7958 Docs: Added FAQ entries removed old one which is misleading today. Misc tweaks. 2020-06-19 11:34:04 +02:00
9c2a36f573 Internals: clarified the code for ClampWindowRect().
As a side-effect, some rounding error may be neutralized however this isn't the intent. (#3309)
2020-06-19 10:08:05 +02:00
8ead38c100 Clang: Reduce uses of __has_warning for overall sanity, as compilers are hostile to software targetting multiple compiler version. 2020-06-18 17:02:24 +02:00
704723744e Disabled latest overzealous warnings from Clang 2020-06-18 16:19:51 +02:00
b1d8309abc Added ImGuiTabItemFlags_NoTooltip for individual Tab Item. 2020-06-18 15:55:10 +02:00
078571b7a9 Popups: added comments, reorganized the functions in imgui.h 2020-06-16 23:39:00 +02:00
6e138504c1 Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636) 2020-06-16 19:32:59 +02:00
37eb89371b Popups: Internals: Added IsAnyPopupOpen(). 2020-06-16 18:46:25 +02:00
d31fe97f74 Popups: Fix an edge case where programatically closing a popup while clicking on its empty space would attempt to focus it and close other popups. (#2880) 2020-06-16 17:10:47 +02:00
1dfd0634cb Internals: Allow ItemHoverable() to be used with id==0 to facilitate high-level read-only hover test in widget code. 2020-06-15 22:13:06 +02:00
99ab521024 Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). + Removed CalcItemRectClosestPoint() entry point 2020-06-15 22:12:38 +02:00
c658cba22b Comments, reworded some !(xxx && xxx) complex expression to be a little less confusing. 2020-06-15 18:06:48 +02:00
90c0c0c163 Columns: Lower overhead on column switches and switching to background channel. (second attempt for 9b3ce49)
Internals: Bits, comments, added ImRect::ToVec4()
2020-06-13 18:04:50 +02:00
d3b37180a3 ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate an extra unrequired vertex.
Amend 5363af7f47, 051ce0765e
2020-06-13 14:16:29 +02:00
a933cc4f4d Documentation update 2020-06-11 10:21:31 +02:00
64d8d302fb ImDrawList: Fixed VtxOffset change leading to unnecessary leading empty ImDrawCmd in certain cases. 2020-06-10 19:16:14 +02:00
16da8e6da6 Revert "Columns: Lower overhead on column switches and switching to background channel (some stress tests in debug builds went 3->2 ms). (#125)"
This reverts commit 9b3ce494fd.
2020-06-10 17:54:19 +02:00
53f0f97273 Added FAQ entry about DPI. Added Japanese font loading example. 2020-06-09 17:29:26 +02:00
40b799023b Docs: Update fonts.md (#2861) + update all references to FONTS.txt 2020-06-09 16:56:48 +02:00
a72754886f Docs: Initial draft of fonts documentation (#2861) 2020-06-09 16:56:45 +02:00
9b3ce494fd Columns: Lower overhead on column switches and switching to background channel (some stress tests in debug builds went 3->2 ms). (#125)
This change benefits Columns but was primarily made with Tables in mind.
2020-06-08 23:18:23 +02:00
84862ec78e ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163) 2020-06-08 20:58:30 +02:00
3bef743df4 ImDrawList: Clarifying and guarateeing that CmdBuffer.back()->UserCallback should be always be NULL. 2020-06-08 20:58:30 +02:00
b1f2eacdf3 ImDrawList: Prefixed internal functions with underscore, renamed UpdateClipRect() to _OnChangedClipRect(), UpdateTextureID() -> _OnChangedTextureID() 2020-06-08 20:58:30 +02:00
e35a813d57 ImDrawList: Separating PrimXXX sections from more internals helper in the header file. 2020-06-08 20:58:30 +02:00
117d57df5b ImDrawList: Additional comments and extracted bits into ImDrawList::PopUnusedDrawCmd() 2020-06-08 20:58:29 +02:00
a6bb047bab ImDrawList: Store header/current ImDrawCmd in instance to simplify merging code. Amend 0320e72, toward #3163, #3129 2020-06-08 19:36:02 +02:00
57191fe3d0 Comments about limiting WindowRounding to a reasonable size. 2020-06-08 14:17:49 +02:00
f6120f8e16 ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#259 2020-06-06 21:31:31 +02:00
41f47c853b ImDrawList: Amend 0320e72 removed an unnecessary test. 2020-06-06 20:35:29 +02:00
0320e7257b ImDrawList: Small refactor to create empty command when beginning the frame, allowing to simplify some functions.
+ Missing clearing two fields in ClearFreeMemory() (was hamrless)
2020-06-06 20:27:24 +02:00
003153b3ac ImDrawList: Tweaks to make style consistent (using pointers, same local names). Added comments. Should be no-op. 2020-06-06 20:26:04 +02:00
e22e3f300a ImDrawList: Fixed an issue when draw command merging or cancelling while crossing the VtxOffset boundary would lead to draw command being emitted with wrong VtxOffset value. (#3129, #3163, #3232) 2020-06-06 18:54:53 +02:00
78d5ccfb90 ImDrawList: PushColumnsBackground(): Fixed incorrect assert. (#3163) 2020-06-06 18:54:46 +02:00
5af8a8c7e8 CI: Extra warnings for builds with Clang. Backends: OpenGL3: Fix sign conversion warnings. 2020-06-05 15:50:12 +02:00
dc49b14e29 Misc: Fix examples of using other OpenGL3 bindings in Makefiles. 2020-06-05 14:05:39 +02:00
6eb66fbef3 Backends: Win32: Cache the result of a windows version check. (#3283)
This is not expected to change while the application is running :)
2020-06-05 01:23:18 +02:00
79fbab543d Minor fix to avoid undefined behavior sanitizer triggering (#3276) 2020-06-04 18:59:04 +02:00
53dfccbe4b imgui_freetype: Fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. (#618) 2020-06-04 17:53:50 +02:00
5e976e9b05 Title capitalization (#3280) 2020-06-03 22:04:14 +02:00
41e8837f59 Comments, adding some spacing in ImVec2() constructors. 2020-06-02 18:13:54 +02:00
3f26a07ee1 Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) 2020-05-25 18:57:23 +02:00
5ddf60d8ce Commit to facilitate branches merges 2020-05-25 18:28:25 +02:00
a06eb83359 Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259) 2020-05-25 18:15:59 +02:00
6b688561aa CI: Test building without C++ runtime on GCC/Clang. 2020-05-25 14:43:18 +02:00
bb2529dd48 Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends. 2020-05-25 12:26:59 +02:00
a056603d8b Backends: Vulkan: Rename internal helper ImGui_ImplVulkanH_CreateWindow to ImGui_ImplVulkanH_CreateOrResizeWindow 2020-05-25 12:12:02 +02:00
9c209d5a90 Minor amend 9028088 (#3261) 2020-05-25 11:42:45 +02:00
43f79aa210 Backends: OSX: import the glfw workaround to avoid missing mouse clicks. (#3261) 2020-05-25 11:42:45 +02:00
39d17ca07f Examples: Apple: catch events from the right and other mouse buttons when using Cocoa. (#3260) 2020-05-25 11:29:41 +02:00
d29157ce58 Moved static array with non-trivial constructors outside of function seems to remove requirement of linking with libstdc++ on some compilers. 2020-05-24 12:32:31 +02:00
c8cde28cf3 IO: AddInputCharacters function ignore 0 input. (#3252)
Amend ef13d954 + c8ea0a01 (#2541, #2538, #2815)
2020-05-20 17:56:08 +02:00
f44962c01a Backends: Allegro: Don't call AddInputCharacter if the pressed key has no character. (#3252) 2020-05-20 17:48:21 +02:00
75bbbda645 Examples: Update comments to get SDL2 package with msys2's pacman (#3251) 2020-05-20 11:44:00 +02:00
417ac68f82 Internals: AddPolyline: Add spaces for consistency, renaming. 2020-05-18 12:07:53 +02:00
39c978f499 Fix typo/bug introduced by 0679e056 (#3231, #3209, #1829, #946, #413) 2020-05-15 10:51:51 +02:00
476daf9aac Settings: Added ReadInitFn pre-load handler.
(docking branch already has it, so it'll probably conflict with same contents)
2020-05-13 23:51:29 +02:00
5fdfa32cce Update README.md 2020-05-12 15:42:29 +02:00
6b80bd9cc3 Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217)
https://en.wikipedia.org/wiki/Hangul_Syllables
2020-05-11 18:01:42 +02:00
a6f4b0fd70 Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to BeginMenu()/EndMenu() or BeginPopup/EndPopup(). (#3223, #1207)
First call to EndPopup() called NavRequestTryWrapWindow() which performed wrap-around operation while we were not done composing menu. This resulted in navigation wrapping around to first item.
Since wrap-around operation is only valid in last call to EndPopup() and there is no way to know which call is last - this operation is delayed to the end of the frame.
2020-05-11 15:30:12 +02:00
7b3d379819 FocusWindow(NULL) correctly steal active id from previous window. (#1738) amend b0a9bbf6 2020-05-08 18:36:05 +02:00
685ca27d84 Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) 2020-05-08 17:32:34 +02:00
4f33dd15c4 Internals: stand-in for large branches to facilitate merging. 2020-05-08 17:00:11 +02:00
5f752a5ba9 Internals: shuffling some sections (2) 2020-05-08 16:30:14 +02:00
f466cfc2ca Internals: shuffling some sections, added index. 2020-05-08 16:21:00 +02:00
3aa1684129 Comments 2020-05-08 15:59:59 +02:00
c0d5b3f55a Fix to facilitate branch merges 2020-05-07 23:58:35 +02:00
53ebd6a02f Metrics: Added Table settings block. 2020-05-07 23:54:32 +02:00
d33021d828 Settings: Made it possible to load window .ini data mid-frame. Added clear and post-read handlers. (#2573) 2020-05-07 21:38:04 +02:00
b6a04d7750 Settings: Added Clear Settings in Metrics. (#2188) + Preserve last loaded copy in internal buffer used for save (so it can be browsed easily). 2020-05-07 21:38:03 +02:00
9ee442d3f0 Metrics: Added a "Settings" section with some details about persistent ini settings. InputText: Assert early on null buffer. 2020-05-07 21:34:44 +02:00
510f301c9f Internals: Removed seemingly unnecessary size_on_first_use arg to CreateNewWindow(), extracted code into ApplyWindowSettings. 2020-05-07 21:34:00 +02:00
0679e05677 Internals: Added code in TempInputScalar() to clamp values, NOT used by stock Drag/Float (#3209, #1829, #946, #413) 2020-05-07 12:27:21 +02:00
673d6df85f Demo: Clamping font scale. Added helpers in demo. Comments. Update sponsors. (#3206) 2020-05-07 11:45:41 +02:00
f152fac4f1 Demo: Wrapped many (not all) code and comments lines to 120 characters to fit below GitHub viewer limit. (#3193) 2020-05-05 21:33:16 +02:00
419f905f91 Demo: Extracted some code out of ShowStyleEditor() into NodeFont(). 2020-05-05 19:53:54 +02:00
11a3e75f47 Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183) 2020-05-04 20:46:20 +02:00
b4dd28ffbb Style: Added style.TabMinWidthForUnselectedCloseButton settings.
Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
Set to an intermediary value to toggle behavior based on width (same as Firefox).
2020-05-04 14:58:21 +02:00
099091280f Backends: DX10/DX11: Minor tweaks. 2020-05-04 11:40:31 +02:00
1e9abf60d1 Backends: Keep shader blobs as local variables. (#3176) 2020-05-04 11:22:43 +02:00
794bf7a28d CI: Implement builds with IMGUI_DISABLE_WIN32_FUNCTIONS, IMGUI_DISABLE_FILE_FUNCTIONS, IMGUI_USE_BGRA_PACKED_COLOR IM_VEC2_CLASS_EXTRA, IM_VEC4_CLASS_EXTRA and building library as a DLL. 2020-05-04 11:05:07 +02:00
d5ce3b43ae Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177) 2020-05-04 11:03:41 +02:00
a2454f2a45 Use __NEWLIB__ instead of __SWITCH__ and __CYGWIN__ for alloca.h-detection (#3070)
Cygwin uses newlib, so it's covered by the __NEWLIB__ check.
You can see how it defines __NEWLIB__ here: https://cygwin.com/git/?p=newlib-cygwin.git;a=blob;f=newlib/configure.in#l453
2020-04-28 16:15:00 +02:00
8cbff5ccb2 Fix various typos. (#3161)
(found by Debian's lintian on a package that uses imgui.)
(found by codespell.)
2020-04-28 16:10:15 +02:00
2593b6a1c8 Drag and Drop: Fix unintended fallback "..." tooltip during drag operation when drag source uses _SourceNoPreviewTooltip flags. (#3160) 2020-04-27 13:51:07 +02:00
73c30aa085 Backends: Vulkan: Don't skip drawing when there's no vertexes to ensure that user callbacks are still processed. 2020-04-26 20:26:06 +02:00
d3212482fe Fix multiple macro definitions of GLFW_INCLUDE_NONE (#3157) 2020-04-23 22:58:45 +02:00
5ac5d3674f Removed unncessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. 2020-04-23 19:27:04 +02:00
223297b075 Clarified comments about popups input blocking and ImGuiHoveredFlags_AllowWhenBlockedByPopup flag. (#3154) 2020-04-23 16:32:01 +02:00
fd6d3155c0 Fix wrong comment in ImGuiCond_ (#3139) 2020-04-22 10:13:20 +02:00
528b12eb7a Fix glClipControl(GL_UPPER_LEFT) handling in opengl3. 2020-04-22 10:10:51 +02:00
c0283c1289 TestEngine: Changed PushID hooks into GetID(), makes more sense and catches more information. 2020-04-20 11:31:30 +02:00
37f665b619 Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327) 2020-04-19 17:52:09 +02:00
388bf66247 Fix missing comma in FAQ.md (#3134) 2020-04-17 18:50:33 +02:00
9f9ff84ba1 TestEngine: Added PushID() hooks. 2020-04-16 16:59:46 +02:00
b0e9092d6f TestEngine: Added extra storage and global enable flag. Added missing ItemInfo hooks. 2020-04-16 16:56:15 +02:00
3233fbff0e Internals: Added SetNextWindowScroll() (#1526) 2020-04-16 14:07:58 +02:00
1fd9e131e4 TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick or _OpenOnArrow would open the node. (#143) 2020-04-15 13:06:05 +02:00
54b38d88f7 TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is set. Added basic demo code. (Amend 05420ea) 2020-04-15 12:31:51 +02:00
e8c986b34e Version 1.77 WIP 2020-04-14 14:55:50 +02:00
5503c0a12e Version 1.76
+ fixed PVS warning, update demo binaries, update readme image
2020-04-12 20:18:47 +02:00
7ee623d9b1 Internals: FocusScope not inherited by popups, modals. Amend a5041c88 2ebe08be) 2020-04-12 18:58:06 +02:00
ec7294d890 Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866, #2852) 2020-04-12 18:01:10 +02:00
977ac53dd8 Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) 2020-04-12 09:55:56 +02:00
f7852fa8e8 Internals: Extracted GetWindowScrollbarRect() out of Scrollbar() and tidying up code to make it more obvious how to draw over scrollbars. (#3114) 2020-04-10 11:51:17 +02:00
fb70d90fef Made default clipboard handlers for Win32 and OSX use a buffer inside the main context instead of a static buffer, so it can be freed properly on Shutdown. (#3110) 2020-04-09 13:34:39 +02:00
832fda8488 Fixed stray end of line blanks, added comments in .editorconfig, tweaked some headers. 2020-04-07 14:46:46 +02:00
4e7ceb5f90 Plot: Internals: Added hovered index to PlotEx() function. (#2670) 2020-04-07 12:11:06 +02:00
e9366b4c73 Regretfully moved .gitignore file from examples/ into root directory because OSX keeps pooping its DS_Store/ artifacts everywhere. (#3088) 2020-04-07 11:56:51 +02:00
cc0e43e631 Backends: Comments next to include, misc minor comments/tweaks, fix imgui_impl_osx.h using IMGUI_API instead of IMGUI_IMPL_API. (#3105) 2020-04-07 11:02:43 +02:00
00927105ba Backends: Include imgui.h in implementation headers. (#3105)
Currently, the implementation headers don't include the imgui.h header.
Which means that the compilation will fail if the implementation header
was included before the imgui.h header in the compilation unit. For
instance, a compilation unit with the following will work:

  #include "imgui.h"
  #include "imgui_impl_glfw.h"
  #include "imgui_impl_opengl3.h"

But a compilation unit with the following will fail because IMGUI_IMPL_API
and possibly other symbols will not be defined:

  #include "imgui_impl_glfw.h"
  #include "imgui_impl_opengl3.h"
  #include "imgui.h"

This patch includes imgui.h in the implementation headers to make
inclusions order-invariant, which is a recommended practice.
2020-04-07 11:01:37 +02:00
752436219d Metrics: Made Tools section more prominent, added options, made mesh viewer more accessible. 2020-04-06 18:10:24 +02:00
cc0d4e346a Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users to a solution + fixed our stb wrappers.
+ Nav: Use nav layer enum, comments.
2020-04-03 12:41:33 +02:00
b7e1b13ca7 Update docs, FAQ, comments (mainly related to io.WantCaptureMouse / WantCaptureKeyboard flags). 2020-04-02 21:53:10 +02:00
11116eee80 Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited to 64 columns with an assert. (#3037, #125)
Essentially reverting 9d444062f9.
2020-04-02 20:01:48 +02:00
3490046c97 Nav: Disabled clipping g.NavId and fixed interactions with ImGuiListClipper. (#787) 2020-04-02 17:56:35 +02:00
fd56de1144 Nav: Store key mods associated to a nav request (for range_select) + use io.KeyMods.
+ renamed NavScoringRectScreen > NavScoringRect
2020-04-02 17:56:21 +02:00
05420ea2cf TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down event rather than the Mouse Down+Up sequence (this is rather standard behavior). 2020-04-02 14:26:33 +02:00
68c5d030cd Typo in readme (#3078) 2020-03-29 15:34:57 +02:00
ec2a24a5f1 Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. Comments. (#125) 2020-03-26 20:33:39 +01:00
5be5add1ad Selectable: Removed extraneous WindowPadding.x worth of width when auto-sized selectable label goes off available width (would not be noticeable) + Renamed ImGuiSelectableFlags_DrawFillAvailWidth to ImGuiSelectableFlags_SpanAvailWidth. 2020-03-26 20:15:24 +01:00
b4d1287011 Selectable: Clarifying the code around use of ImGuiSelectableFlags_DrawFillAvailWidth (with intent of trying to remove it).
Amend old 6251d379, 2bcafc86
2020-03-26 17:02:10 +01:00
7c11997bcc Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601) 2020-03-26 15:02:03 +01:00
ac2247f551 Selectable: Removed seemingly ineffective text clipping offset in SpanAllColumns handling path + tweaks.
made max_x absolutely to reduce confusion.
amend cf481e1
2020-03-26 14:50:13 +01:00
1d4b5def51 Alter definition of IM_UNICODE_ defines to faclitate C-binding. (#2538, #2541, #2815) 2020-03-25 21:40:20 +01:00
670367e51d Added IMGUI_USE_WCHAR32 instead of "#define ImWchar ImWchar32" to faclitate C-binding. (#2538, #2541, #2815) 2020-03-24 20:15:17 +01:00
f2b01c3436 Changelog, tweak OpenGL3 backends. (#3061), update Gallery thread links. 2020-03-24 18:45:05 +01:00
ac4262ad01 Backends: OpenGL3: Support older 2.x series of glbinding as loader for OpenGL3 (#3061)
This removes the unversioned definition IMGUI_IMPL_OPENGL_LOADER_GLBINDING in favor of two versioned ones to choose explicitly.
References: #2870, 5e2329b98e
2020-03-24 18:36:34 +01:00
4986dba270 Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial cursor position. (#3073)
This would often get fixed after the fix item submission, but using the ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
2020-03-24 11:56:21 +01:00
110f506ec0 Comments in imgui.h 2020-03-19 18:39:43 +01:00
fbc93debf9 Internal: Refactor: Moved NewFrameSanityChecks as ErrorCheckNewFrameSanityChecks() 2020-03-19 12:27:16 +01:00
ccf0cc8584 Added ImGuiKeyModFlags. Added additional checks in EndFrame() to verify that io.KeyXXX values have not been tampered with between NewFrame() and EndFrame(). 2020-03-19 12:24:32 +01:00
d8824f9a9a CI: Clarify purpose of example_null, Changelog 2020-03-19 11:13:52 +01:00
ac5ffffc23 CI: Test builds with freetype on linux. 2020-03-19 11:05:53 +01:00
bdd31ec4db Internal: Refactor: Moved RenderColorRectWithAlphaCheckerboard() to imgui_draw.cpp, tweaked signature. 2020-03-18 22:48:23 +01:00
0bbbbe0f68 Internal: Refactor: Moved RenderArrow, RenderBullet, RenderCheckMark to imgui_draw.cpp, changed RenderCheckMark to avoid using ImGui context 2020-03-18 22:48:22 +01:00
2fd411a83e Support custom stb_rect_pack filename in Freetype (#3062)
Copies the #define magic from imgui_draw.cpp to the imgui_freetype implementation to allow the use of a custom stb rect_pack here as well.
References: fe5347ef94
2020-03-18 22:14:29 +01:00
75a65f6fb0 CI: Test build with large indices, obsolete functions disabled and demo/metrics windows disabled.
+ amend notes
2020-03-17 20:33:28 +01:00
339ffd25a9 Internals: Renamed ImBoolVector to ImBitVector, added low-level loose function to replicate the behavior include a help SetBitRange() function. 2020-03-13 18:50:02 +01:00
1d5612a05e Internal: Added two missing ImVec2 operators for consistency. Split up DragDropWithinSourceOrTarget
ImVec2 *= ImVec2 to match  ImVec2 * ImVec2, likewise with /
2020-03-12 20:58:24 +01:00
b016f1ad70 Examples: SDL+DX11: Fixed resizing main window. Amend (#3057) 2020-03-11 21:22:52 +01:00
a0f01d2290 Improve resizing in dx11 example (#3057)
Make the dx11 example implementation resize the window in a sane way, i.e. not the stretching/scaling the initial render to fit the new window size (current behaviour).
2020-03-11 21:22:52 +01:00
a5041c8820 Focus: Child inherit focus scope from parent (amend 2ebe08be). 2020-03-11 21:07:39 +01:00
9a46a19e99 Internals: Rename ImGuiSelectableFlags_PressedOnXXX to ImGuiSelectableFlags_SelectOnXXX, ImGuiButtonFlags_NoHoveredOnNav to ImGuiButtonFlags_NoHoveredOnFocus. 2020-03-11 21:07:32 +01:00
4a10af2bda Unicode, Windows: Remove stringapiset.h include (breaks vs2010 and seems unnecessary?). (#2541, #2815) 2020-03-11 13:25:50 +01:00
e137db2df7 CI: Enable error on warnings for the extra warnings builds as an experiment. FAQ tweaks 2020-03-10 14:09:47 +01:00
aef057e975 Internals: Added GetInputTextState() + comments. 2020-03-07 15:55:05 +01:00
2dcf8df9f4 Internals: Shuffled some of the windows-specific includes to avoid duplication. Might have undesirable side-effects on some compilers, please report! 2020-03-07 15:51:50 +01:00
de37a0bfab Internals: fix potential warning. Comments around include sections. Moved a few bits. 2020-03-07 15:40:22 +01:00
1b5b87a40e Internals: Added #define NOMINMAX before windows.h include for single-compile-unit builds. 2020-03-07 15:19:51 +01:00
0850b46c88 ImDrawList: Internals: Added IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER setting. 2020-03-03 19:26:27 +01:00
b029182a73 Merge branch 'features/unicode' 2020-03-03 18:59:54 +01:00
897704cb49 Menus: Tweak for first-level menu windows to be positioned regardless of MenuBarHeight() which is not stored in window, allowing undocumented modification of the menu bar height). 2020-03-03 18:57:07 +01:00
a41332453e Unicode: Changelog, comments, minimum CI integration. (#2541, #2538, #2815) 2020-03-03 18:53:29 +01:00
0283a6e566 ImFont: Demo, Store Used4kPagesMap[] map in ImFont to facilitate iteration on all codepoints with a large value of IM_UNICODE_CODEPOINT_MAX. (#2815)
Demo uses IsGlyphRangeUnused()
2020-03-03 18:53:29 +01:00
c8ea0a017d Unicode: UTF32 support improvements (#2541, #2538, #2815)
- Make ImWchar32 unsigned.
 - Fix Win32 version of ImFileOpen by including windows.h sooner.
 - Make ImGuiIO::AddInputCharacterUTF16() more robust by disallowing illegal
surrogate pairs.
 - Allow pushing higher plane codepoints through ImGuiIO::AddInputCharacter().
 - Minor cleaning up in the high-plane Unicode support.
 - Fix Clang -Wunreachable-code warning
2020-03-03 18:53:29 +01:00
6d59653e82 Unicode: full Unicode Support (6 squashed commits) (#2541, #2538)
fix build for WideCharToMultiByte
[3181ff1e] Full Unicode Support
[6c9e73ac] Fix ImTextCountUtf8BytesFromChar and ImTextCharToUtf8, these APIs assume the input is an unicode code point, not UTF-16
[ba85665b] Add AddInputCharacterUTF16 for windows backend to handle WM_CHAR
[fafdcaf0] Use Windows API to convert UTF-16 for ImFileOpen
[dc7d5925] Use windows API to convert UTF-16 for clipboard
2020-03-03 18:53:29 +01:00
8c683de33f Internals: Refactor: Moved get height and contents regions functions, to Layout section. IF YOU GREAT CONFLICTS WHILE MERGING (NOT REBASING) THOSE 6 PREV COMMITS, TRY MERGING THEM INDIVIDUALLY 1 by 1 or 2 by 2 etc. 2020-03-03 17:04:32 +01:00
602df11f19 Internals: Refactor: Moved item width/size functions to Layout section. 2020-03-03 16:28:03 +01:00
6c1810e503 Internals: Refactor: Moved cursor position functions to Layout section. 2020-03-03 16:27:58 +01:00
3ce26f65d4 Internals: Refactor: Moved ItemAdd(), ItemSize(), BeginGroup(), EndGroup(), SameLine(), Indent(), Unindent() to Layout section. 2020-03-03 16:27:49 +01:00
caca55c642 Internals: Refactor: Moved code into a Styling section and some code into the Error Handling section. 2020-03-03 16:03:28 +01:00
2679bee28d Internals: Refactor: Moved code out of NewFrame() into UpdateTabFocus() and UpdateSettings() 2020-03-03 16:03:28 +01:00
095dc996b0 Disable deprecated-enum-enum-conversion (#3040, #2983) 2020-03-02 16:13:48 +01:00
628614c6ea Demo: Remove unnecessary code added by 24bd33ac. 2020-03-02 15:49:51 +01:00
24bd33ace8 Menus: Some renaming, comments, add to demo. Amend 0342a3c. (#1207) 2020-02-28 16:42:24 +01:00
0342a3c548 Menus: Implement BeginMenu() appending to existing menu when executed with same ID multiple times. (#1207) 2020-02-28 16:35:33 +01:00
898e91f20d Internals: Added TempInputText() to facilitate creation of custom widgets, renamed TempInputTextScalar() to TempInputScalar() etc. (#2718)
+ Minor imgui.h/todo comments
2020-02-25 21:34:02 +01:00
e547f898a9 Demo: Added color gradient in demo to identify srgb/linear issues better. Tweaks. 2020-02-24 12:44:19 +01:00
0345324646 Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] 2020-02-20 12:28:06 +01:00
02a6c06080 Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
Amend f843facba4 and 8828889d5e
2020-02-18 14:25:50 +01:00
ea3fc76038 BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared when the menu is not open. (#3030) 2020-02-18 12:49:02 +01:00
8836975dcf Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. (#3025) 2020-02-17 18:28:01 +01:00
b62f1ea8e9 Fix zealous PVS studio warnings. Minor tweaks. 2020-02-17 16:17:46 +01:00
09329ea4e6 Fix Clang 9.0 zealous warnings 2020-02-17 15:29:59 +01:00
ceec3cd3fd Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions.
(backported from the docking branch)
2020-02-17 11:15:40 +01:00
8601187fee Backends: Win32: Clarify how the WndProc handler requires a forward declaration. 2020-02-17 10:22:39 +01:00
f339b24b3a Links, alphabetical order 2020-02-12 16:19:54 +01:00
2bc3a92f96 Update README.md 2020-02-12 16:10:58 +01:00
b4ac420fc5 Demo: Amend d284a6c (#2149, #515) 2020-02-11 19:31:53 +01:00
d284a6cffc InputText: Fixed password fields displaying ASCII spaces as blanks. Fixed non-ASCII space occasionally creating unnecessary empty polygons. (#2149, #515) 2020-02-11 19:28:11 +01:00
ccaec1a270 Version 1.76 WIP 2020-02-11 16:56:56 +01:00
30bb15672d Remove trailing spaces 2020-02-10 23:22:03 +01:00
70975fe44d Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. 2020-02-10 22:08:52 +01:00
d8948b5343 ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default. 2020-02-10 21:24:03 +01:00
21b9e42964 Minor fixes to example_sdl_metal and a changelog entry.
Add example_sdl_metal to CI builds.

Closes #3017.
2020-02-10 16:53:37 +01:00
f346b4b302 Examples: SDL+Metal example. 2020-02-10 16:53:27 +01:00
d16c87a5b1 Internals: Minor renaming 2020-02-10 16:46:51 +01:00
58b3e02b95 Version 1.75
Comments
2020-02-10 14:02:41 +01:00
d37d25470a Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. 2020-02-09 17:08:33 +01:00
f694244dec InputText: Fix using a combination of _CallbackResize + _EnterReturnsTrue + lack of persisting user storage. (#3009)
Amend 24ff25981 (#2006, #1443, #1008)
2020-02-04 15:19:49 +01:00
bdbb2b21f5 Fix 83efdcec from overflowing buffer + make it a single undo records + comments (#3008) 2020-02-03 17:39:20 +01:00
83efdcec8d Canceling text input with [esc] key uses stb_textedit facilities to restore original value. This makes restoration undoable using hotkeys.
Fixes #3008.
2020-02-03 15:50:17 +01:00
5a437f198c Internals: GetItemStatusFlags(). Added Comments. 2020-02-02 21:01:22 +01:00
fc42528f13 When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we test both the focused/clicked window (which could be a child window) and the root window. 2020-01-31 18:28:49 +01:00
fc41839cab Focus: Reworking FocusWindow() so in Docking branch we can fix CTRL+Tab being out of order on Docked windows because WindowsFocusOreder is poorly maintained.
When merging this and d9bca0d8 in Docking we'll replace two ocurrences of RootWindow with RootWindowDockStop.
2020-01-31 18:27:40 +01:00
fb257eef3e Internals: Update ->RootWindow and other links before applying the SetNextWindowXXX stuff. This is so FocusWindow() can always assume that ->RootWindow != NULL. 2020-01-31 18:25:57 +01:00
d9bca0d853 Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787) 2020-01-31 14:42:59 +01:00
d19297e2fa InputTextMultiline: Provide label to BeginChildEx so internal window name hold a little more context. 2020-01-31 14:42:59 +01:00
47fab0e166 Misc renaming, comments. Docs: add missing spacing to Changelog. 2020-01-31 14:42:59 +01:00
9cff4d6e5e Columns: ImDrawList::Channels* functions now work inside columns.
Use a private splitter in columns, paving way for removal of obsolete ImDrawList::Channels* functions.
2020-01-31 12:02:56 +01:00
05a49f0413 Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] 2020-01-30 17:15:15 +01:00
8cbb693f47 Emscripten: Allow filesystem support. (#3005)
Filesystem functions perfectly work for Emscripten platform. This changes remove extra changes added by #2734.
You can still disable filesystem functions by defining IMGUI_DISABLE_FILE_FUNCTIONS.
2020-01-30 16:26:09 +01:00
6e1f8be07b Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) 2020-01-30 15:13:36 +01:00
0a23582718 Examples: VS projects: Removed inconsistent/extraneous explicit linkage to imm32. 2020-01-29 20:11:42 +01:00
0e89041997 Internals: ButtonEx, ButtonBehavior can support multiple mouse buttons. 2020-01-29 18:55:49 +01:00
5f4dfad5b7 Merge misc/shallow changes from Docking to reduce drift.
Most are comments. Fix menu bar clipping: 07ff47bf1b
2020-01-28 20:06:34 +01:00
6c1a73774d Tooltip: Testing DragDropWithinSourceOrTarget in BeginTooltipEx() instead of just BeginTooltip() - feel this was an overlook. Added tooltip flags instead of using bool. 2020-01-27 22:02:43 +01:00
4d4e3b97f4 TODO, Readme
(dropped TreeNode_NoIndent flag from todo, as it feels unnecessary)
2020-01-27 12:37:06 +01:00
b887259974 Bindings: Improved FreeGLUT support for MinGW (#3004) 2020-01-27 12:11:29 +01:00
f6da5000bf Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. (#3000) 2020-01-23 16:20:37 +01:00
5363af7f47 AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts (amends)
Tweak default max error value, Changelog, comments, path-fast for 12 segments circles, made LUT store ImU8
2020-01-23 14:55:05 +01:00
051ce0765e AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts 2020-01-23 14:52:48 +01:00
2eda3585e7 Fixed hoverable/focus bug introduced in 3fe6ae97 (#2997)
+ ArrowButtonEx() internal bits.
2020-01-22 15:20:49 +01:00
7a22767483 CI: Add MSVC extra warnings build and correct labels of other extra warnings builds. 2020-01-22 14:17:03 +01:00
3fe6ae9732 Internals: Move some Nav functions and members around (no functional change) + Misc comments 2020-01-20 18:19:03 +01:00
0a3df4b2ce Update FAQ.md 2020-01-20 14:28:01 +01:00
15c6abe4be Internals: Standard math functions default redirection uses a define instead of an extraneous inline function call 2020-01-20 11:48:17 +01:00
8bcac7d95c Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released.
Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
2020-01-17 15:18:33 +01:00
e499497ec5 Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends. (#2976)
Even if realistically it is difficult to make good use of under Windows.
+ Style editor: Use a more explicit form of RadioButton() to avoid being depending on underlying flags type. (#2983)
2020-01-17 15:06:22 +01:00
2478dbfdb7 Disable warning C5054 introduced in VS 2019 16.2 (#2983) 2020-01-17 14:18:16 +01:00
6c00d1916e Disable format checks when using stb_sprintf.h
STB sprintf allows extra formats like %b or %$d. If ImGui is configured
to use STB sprintf, it generates warnings with GCC and clang when using
such formats because it keeps applying default printf-style warnings.
This commit disables printf-style warnings when using STB sprintf.

Since the printf-style warnings are defined in imgui.h based on the
compiler, IMGUI_USE_STB_SPRINTF can't just be defined in the cpp file
anymore and it's been moved as a proper config in imconfig.h.
2020-01-17 13:27:51 +01:00
aa34681652 Backends: GLFW: inhibit error callback when creating cursors because X11 setups may be missing them + comment (#2980) 2020-01-17 11:36:56 +01:00
9ad4c5da7e Fix zealous warnings + Internals: Renamed members from XxxxID to XxxxxId to be more consistent with rest of the codebase (still some inconsistency left that are harder to fix) 2020-01-16 23:44:05 +01:00
f6d6880a61 Internals: Nav: PushFocusScope, PopFocusScope, GetFocusScopeID() helpers 2020-01-14 20:34:26 +01:00
2ebe08be40 Focus, Nav: Merged bits from RangeSelect features to enable early manipulation of focus scope for styling purpose.
FocusScopeId is tracked by nav scoring/request and stored in result.
It's all rather WIP and we should reorganize the SetNavIDXXX functions fiasco at some point (soon?).
Didn't separate FocusScope from SelectionScope for now, will re-investigate this later, this is the minimum commit to be able to do some styling.
2020-01-14 19:25:20 +01:00
4f7bf7e96a Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. (#2716) 2020-01-14 14:58:36 +01:00
e2eb0b4bc4 Internals: Begin tries to setup WindowTemp/DC members in same order as their declaration. Readme: remove Coverity banner (PVS is better) 2020-01-13 16:50:56 +01:00
02c2d18aa3 Internals: Renaming and marking of legacy focus/tabbing system 2020-01-13 15:21:37 +01:00
52334ad8df Internals: Minor ordering/comments of ImGuiWindowTempData. 2020-01-13 15:04:28 +01:00
f56962cb9a ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x' + both with/without alpha when available. 2020-01-13 14:09:42 +01:00
ff5299e0e0 Docs: FAQ, Comments. 2020-01-12 22:09:18 +01:00
4b3c5ff5f1 Comments + minor moving 2020-01-11 16:08:17 +01:00
f03c00bc89 Added imgui_single_file.h, We use this to validate compiling all *.cpp in same compilation unit.
Removed Unity builds stuff from example_null/. CI builds a temporary .cpp file.
2020-01-10 19:04:35 +01:00
97a8dc6514 CI: Added PVS-Studio static analysis on the continuous-integration server. 2020-01-10 16:58:39 +01:00
ae1e3619f6 Disable some PVS studio warnings.
V1048: While they are technically correct we want to emphasize assigned values must remain same.
2020-01-10 15:20:08 +01:00
4ee7aa72e9 ButtonBehavior: Default assignment of pressed behavior now also test for ImGuiButtonFlags_PressedOnDragDropHold which wasn't the case before. 2020-01-10 14:35:03 +01:00
1eb71fc72b ButtonBehavior: Added ImGuiButtonFlags_PressedOnClickReleaseAnywhere behavior (#2971)
Rearranged flags. Added tests in 'widgets_button_press'
2020-01-10 14:34:15 +01:00
00c515f51a Add glbinding build sample to Makefiles of GL3 examples. (#2870) 2020-01-09 16:26:42 +01:00
f9630e60c5 Metrics: Fix not being able to expand "ParentWindow" when parent window is same as root window. 2020-01-07 21:32:00 +01:00
1db78b8ca7 Renaming + missing initialization + missing Changelog update. 2020-01-07 21:26:16 +01:00
32c33c6659 ColorEdit: Preserve last saturation value when V=0. Disable Hue editing lock.
This workaround is no longer necessary because preserving hue value prevents it from resetting when it is edited in said condition.
2020-01-07 21:26:15 +01:00
5e2329b98e Backends: GL3: Implement glbinding opengl loader support. (#2870) 2020-01-07 21:06:37 +01:00
e254167afd ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) 2020-01-06 16:26:14 +01:00
d581939387 Removed trailing spaces. 2020-01-06 15:24:16 +01:00
22d7f26e06 Tweak wording
Remove Patreon
2020-01-06 12:55:01 +01:00
0dd02dd90d Happy new year!
Comments, Replaced pictures, Removed Patreon
2020-01-06 12:41:37 +01:00
2b10e06555 Fix a typo 2020-01-04 17:29:51 +01:00
dc66f83db8 Additional duplicated comments about usage of std::string and input text resize callback (#2006, #1443, #1008) 2019-12-25 17:46:35 +01:00
854fc08194 Amend f70204f2 to facilitate merges. 2019-12-20 16:34:07 +01:00
061650bd2a Update Readme 2019-12-19 22:14:28 +01:00
f70204f2f4 Minor bits, placeholder aimed at facilitating merging of Tables branch into Docking 2019-12-19 16:53:44 +01:00
e01fb5462d Internals: Separator: Simplify duplicated code. 2019-12-18 18:26:28 +01:00
a610f1da52 Bezier Tweaks, fixed parameter order of 3831d50 2019-12-17 16:43:05 +01:00
3831d50ab9 Add ImBezierClosestPoint() function which returns a point on bezier curve which is closed to a specified point. 2019-12-17 16:22:02 +01:00
0f7105e156 Backends: SDL: Wayland: Use SDL_GetMouseState (amend 78ff147) (#2800, 2802) 2019-12-17 14:35:45 +01:00
78ff147181 SDL: On wayland use SDL_GetMouseState (#2802)
When the SDL Video backend is set to wayland the function
`SDL_GetGlobalMouseState` does not work. Most probably a security measure
for programs to not grab everything the user does
https://wiki.libsdl.org/SDL_GetGlobalMouseState

using SDL_GetMouseState https://wiki.libsdl.org/SDL_GetMouseState works
on wayland
2019-12-17 14:33:36 +01:00
9d444062f9 Limiting Columns()/BeginColumns() api to 64 columns (#125)
While the current code technically supports it, future code may not so we're putting the restriction ahead.
2019-12-17 13:25:46 +01:00
10fdc03a46 Clarification about Im helpers + moving GetColorXXX functions outside of that block. 2019-12-17 13:19:36 +01:00
3a800f2dc9 DragFloat: Mention usage of FLT_MAX, INT_MAX etc. explicitly. (#2931) 2019-12-13 11:56:51 +01:00
43bd80a40d Internals: Breaking: ImRect() default constructor initializes all fields with 0.0f
Instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). Previous behavior was designed for adding into a bounding box but rarely relied on and not worth it.
2019-12-13 11:56:00 +01:00
6fdde67be2 Documentation, FAQ, todo tweaks 2019-12-10 13:37:29 +01:00
0e74103659 ImDrawList: Add AddNgon(), AddNgonFilled() API. 2019-12-09 11:23:06 +01:00
f9c26d23de Removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017).
Comments
2019-12-08 16:38:27 +01:00
e42c1e1668 Exposed IMGUI_DEBUG_PARANOID in imconfig.h + using a #define with no value to match other uses in imconfig.h 2019-12-08 16:12:44 +01:00
697f15e339 Added PrimUnreserve() API. Obsoleted calling ImDrawList::PrimReserve() with a negative count. 2019-12-08 16:06:32 +01:00
e4a59d0025 TabItem: honor ImGuiTabItemFlags_NoCloseButton passed as parameter (although undocumented and part of private api) (#2923) 2019-12-07 16:22:07 +01:00
f656e7775e Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
2019-12-06 16:29:36 +01:00
6cbed03d4a Comments, clarified mouse button ordering. 2019-12-06 16:29:32 +01:00
03b7170dac Backends: GLFW: Added workaround for people who use development version of GLFW which is older than commit that added required cursor support. (#2922) 2019-12-06 15:12:26 +01:00
7ff13f4ee1 Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings
(otherwise if another loader such as Glew is accessible, the opengl3 backend might automatically use it). [#2919, #2798]
2019-12-06 10:43:27 +01:00
b521cd357d Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions.
(none of the other functions have it).
2019-12-05 18:33:36 +01:00
6d9a54a904 Examples: Metal: Wrap main event loop body in an @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap (#2910, #2917) 2019-12-05 15:50:33 +01:00
8342e5b91a Amend previous commits (added ImGuiMouseCursor_NotAllowed enum + new cursors in GLFW 3.4)
Amend b5cad20d79, 945a509773
+ unrelated minor typos
2019-12-05 15:45:30 +01:00
945a509773 Implement ImGuiMouseCursor_NotAllowed mouse cursor. 2019-12-05 15:32:10 +01:00
b5cad20d79 Implement new GLFW 3.4 resizing cursors. 2019-12-05 15:27:09 +01:00
abaf0256b8 Version 1.75 WIP
Added message to font file loading assert.
2019-11-28 20:58:16 +01:00
bf6d1ba3d1 CI: Add 32/64 bit build variations to builds with extra warnings. 2019-11-27 16:20:19 +01:00
1742ca45c5 CI: Add unity builds test. (#2893) 2019-11-27 16:18:52 +01:00
a8092085b1 Internal: Added unused parameter named to facilitate cimgui parsing of imgui_internal.h
https://github.com/cimgui/cimgui/issues/108
2019-11-27 14:02:05 +01:00
f60518b430 Update FAQ.md 2019-11-26 16:28:49 +01:00
bdce833636 Version 1.74 2019-11-25 18:38:53 +01:00
26d177bc03 Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. + tweaks 2019-11-25 18:29:28 +01:00
1615e9ea2a CI: Enable extended warnings in example_null builds.
CI: Add MinGW build with extra warnings on windows.

(cherry picked from commit ebc98c273054d0f9b305a1346db98052616a8b21)
2019-11-25 16:38:21 +01:00
bbe0409942 Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. Amend aeb5795.
Internals: Added ImTriangleArea()
2019-11-25 12:01:04 +01:00
aeb57952d6 Added area calculation for draw lists in metrics
Added ability to hover over a draw list's summary stats and see all the contents in wireframe

(cherry picked from commit fd808347bd68a07ad318af6c151028bc9f7b82e7)
2019-11-25 11:10:00 +01:00
0cb1c633ff Demo: tweaked demo help section, reference to "Examples" and "Tools". Reference to Keyboard navigation. Removed some of the more "obvious/standard" controls. 2019-11-24 23:11:53 +01:00
b205ab01f2 Internals: Added IM_ASSERT_PARANOID, IMGUI_DEBUG_PARANOID define. Shuffled a bit of the macros section in imgui_internal.h 2019-11-22 14:45:44 +01:00
51e2e9b239 ImVector: Added shrink() helper. ImFont::RenderText minor optimisation for debug build. Misc: Metrics shows tab names because we now have them. 2019-11-22 14:06:51 +01:00
51a02b319c Added IM_UNICODE_CODEPOINT_MAX. Changed specs of ImFontAtlas::AddCustomRectRegular() (breaking change). 2019-11-21 14:13:17 +01:00
ca63349eb4 Renamed XX-bits -> XX-bit in comments to match what the world appears to be using. 2019-11-20 11:58:25 +01:00
a899c1e570 Internals: Using ImU64 for internal ImFile api so we can later wrap them to fseeko/ftello//_fseeki64/_ftelli64 (#2734) 2019-11-20 10:40:14 +01:00
ecbedc8c26 Tweaks, ammend 93efa54, rename to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS (#1038) 2019-11-19 21:29:12 +01:00
4e90906b04 Added IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS / IMGUI_DISABLE_FILE_FUNCTIONS #2734)
Using in Emscripten example.
2019-11-19 21:14:44 +01:00
93efa5415f Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS. (#1038)
Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
2019-11-19 20:53:17 +01:00
9efaf2828b Doc comments. Removed .ini parsing code from 1.53 that parsed entries without the [Window] tag (which enabled importing an old .ini file) 2019-11-19 19:39:46 +01:00
ca30ef4269 Drag and drop: Increase local payload buffer from 8 to 16 bytes. 2019-11-15 18:36:06 +01:00
7e232092a6 Internals: Added GetWindowResizeID(), renamed GetScrollbarID() to GetWindowScrollbarID(). Using integer for resize ID so they matches regardless of the pointer size.
Internals: Renamed IMGUI_USER_ERROR to IM_ASSERT_USER_ERROR().
2019-11-15 16:59:43 +01:00
8f40020ca6 Disable Win32 clipboard and IME functions when build target UWP (#2892, #2895) 2019-11-15 12:19:44 +01:00
be05e12e21 Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). 2019-11-14 18:02:18 +01:00
b23dcab6e1 Fix 25eee91 incorrect assert when ending a child-popup (rarely used but used by sub-nenus) 2019-11-14 16:06:39 +01:00
be436e2b0b Fix HelpMarker() symbol collision for unity builds (#2893) 2019-11-13 22:04:16 +01:00
03852470de Internals: Routing recoverable user errors via IMGUI_USER_ERROR() macro. (#1651) 2019-11-13 21:58:18 +01:00
25eee91542 Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
Internals: Moved some error handling code.
2019-11-13 21:51:38 +01:00
b138f8cbcd Internal: Nav rename preparing for nav inputs ownership changes. IsNavInputPressed() -> IsNavInputTest() 2019-11-13 21:02:25 +01:00
7c441e37fa CI: Update jobs to MacOS latest (Catalina)
Metrics: Added description to Item Picker.
2019-11-13 20:34:55 +01:00
6e8e2c0fa9 Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where all child window contents would be culled.
Demo: Fixed a small bug with scrolling demo.
Metrics: Tweaks.
2019-11-08 19:01:54 +01:00
57dc34f4e8 TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating interactions with custom multi-selections patterns. (#1896, #1861) 2019-11-08 15:30:15 +01:00
011d475532 TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating interactions with multi-select patterns. (#2886, #1896, #1861) 2019-11-08 15:30:15 +01:00
037126ee0e TreeNode: Reworded code for ImGuiTreeNodeFlags_OpenOnArrow (follow up to f79b2d6c) to make it lightweight. Should be a no-op from user's point of view. Will facilitate using the arrow hovering information in the hot path. (#2886) 2019-11-08 15:00:28 +01:00
d003674f2c Internals: Added ImChunkStream, used by window settings. (more generic followup to 4c13807, the class will be used more extensively by Tables) 2019-11-07 16:05:03 +01:00
a337e219b6 Internals: ImPool: Renaming. 2019-11-07 16:04:51 +01:00
28f1d60de1 Internals: Renaming + added ImStrSkipBlank() from docking branch.
(cherry picked from commit a573943fa0ce323ffb4080e57f5e8fe1bc777c36)
2019-11-06 23:37:35 +01:00
09b2310237 Internals: Added index of helpers and shuffled a few things. 2019-11-06 20:37:47 +01:00
4c13807b7d Misc: Optimized storage of window settings data (reducing allocation count). 2019-11-05 22:43:53 +01:00
3929255b77 Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] 2019-11-05 12:53:30 +01:00
916487a653 example_emscripten: skip outdated compiler option
For more info see: https://github.com/ocornut/imgui/issues/2877
2019-11-05 12:43:15 +01:00
bff2d5d5e2 Update README.md 2019-11-05 11:41:02 +01:00
c9182424a8 Normalize all the line endings.
(cherry picked from commit f1772d44be09fd78bf5f1ebda44b39b96180d319)
2019-11-04 15:28:31 +01:00
c9ffa62e1f Add .gitattributes with rules for line endings of files.
(cherry picked from commit f2a2be72b341f55c44a035b1257177d83489ea5c)
2019-11-04 15:28:25 +01:00
bcd752cfcc CI: Fix emscripten builds after portable SDK archive became unavailable.
(cherry picked from commit 14b18697e653de80f75af18113033b2086846194)
2019-11-04 15:17:06 +01:00
792a8631aa Metrics: Expose basic details of each window key/value state storage. 2019-10-31 14:01:35 +01:00
8fee5a4349 Internals: Renaming for consistency. 2019-10-31 11:15:40 +01:00
5006639526 CI: Add scheduled builds and limit some examples to build only on schedule in order to decrease time of builds performed on each push.
(cherry picked from commit 6c0e1baca29b853586dadf75eb32ef75e2725f10)
2019-10-30 15:58:03 +01:00
5ebd4e4c6e CI: Install SDL SDK in windows workers and add SDL examples to the build.
CI: Add Vulkan GLFW and SDL builds to windows build job.
2019-10-30 15:58:03 +01:00
a4420be1a2 CI: Split builds of examples into separate jobs.
(cherry picked from commit ee73b1b5a47f176ab123239aa3cbcc2cdf284383)
2019-10-30 15:57:16 +01:00
9f979c33f4 CI: Fix builds failing because of missing v140 toolset and SDK on dx12 sample.
(cherry picked from commit 8d91a77e9b42eac7a6d7d28c8563ccc468842e8b)
2019-10-30 15:57:09 +01:00
d62a413476 Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) 2019-10-29 21:47:43 +01:00
6bf5aed325 Declaration and assignment can be joined, Member function may be 'const'. (#2875) 2019-10-29 17:11:49 +01:00
c863c1f6a1 Clean up number rounding. Now it is more obvious what code is doing. (#2862)
Add IM_ROUND() macro
Replace IM_FLOOR(n + 0.5f) and ImFloor(n + 0.5f) with IM_ROUND(n)
2019-10-29 17:05:25 +01:00
0b2d35f63f Fix snprintf and vsnprintf definition inconsistencies. 2019-10-28 13:58:32 +01:00
4e56de757c Doc: Promote Discord over Discourse. Obsoleting Discourse server. 2019-10-25 15:36:37 +02:00
f002a11898 Backends: OpenGL3: Fix building with pre-3.2 GL bindings which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] 2019-10-25 11:56:44 +02:00
4d0c88e9e6 Backends: GL3: Fix compile for < 3.2 bindings where glDrawElementsBaseVertex is not available. (#2866, #2852) 2019-10-25 11:42:55 +02:00
9b323a7ebf SplitterBehavior: not using FrameRounding in render (was in first commit of the function, not sure why). (#319) 2019-10-25 11:05:14 +02:00
3c238ecae3 Move issue_template and pull_request_template to .github folder. 2019-10-24 11:26:45 +02:00
d5b5a81946 GitHub Actions CI script for Windows/Linux/MacOS/iOS/Emscripten builds. 2019-10-24 11:24:54 +02:00
24e9a6e92c Remove .travis.yml due to switching to github actions. 2019-10-24 11:24:54 +02:00
ec0e953cca Fixed a couple of subtle bounding box vertical positioning issues relating to text baseline alignment.
The issue would generally manifest when laying out multiple items on a same line, with varying heights and text baseline offsets. (#2833)
Some specific examples, e.g. a button with regular frame padding followed by another item with a multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. The second item was correctly offset to match text baseline, and would interact/display correctly,but it wouldn't push the contents area boundary low enough.
Note: previously the second parameter to ItemSize() was 0.0f was default, now -1.0f to signify "no text baseline offset request". If you have code using ItemSize() with an hardcoded zero you may need to change it. (+1 squashed commits)
2019-10-23 18:05:44 +02:00
75d540d336 Example: Emscripten: Fix for compilation (filesystem module is required) (#2734) 2019-10-23 16:55:26 +02:00
be9f1e8f00 ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] 2019-10-23 00:43:40 +02:00
23c1ff4907 Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017).
- Begin() [old 5 args version]     -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
- IsRootWindowOrAnyChildHovered()  -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
- AlignFirstTextHeightToWidgets()  -> use AlignTextToFramePadding();
- SetNextWindowPosCenter()         -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
- ImFont::Glyph                    -> use ImFontGlyph
If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features, or see how they were implemented until 1.73.
2019-10-22 14:45:11 +02:00
048b73dfaa Various comments + Doc: Examples readme. Moved main menu bar code below menu bar code. 2019-10-21 20:57:07 +02:00
7dbae8a198 Doc: Simplified Readme, removed FAQ index 2019-10-21 13:26:47 +02:00
6ffee0e75e Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport features (docking branch). (#2851)
+ Using SafeRelease() in master.
2019-10-18 18:32:48 +02:00
eedc8f993f Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. 2019-10-18 18:20:53 +02:00
4de32cc87e Backends: GLFW: Restore previously installed user callbacks in ImplGlfw when ImGui shuts down (#2836) 2019-10-18 16:27:40 +02:00
714fe29d1a Replace manual flooring with IM_FLOOR() macro. (#2850)
Macro is used to ensure that flooring operation is always inlined even in debug builds. __forceinline does not force inlining in /Od builds with MSVC.

(cherry picked from commit bc165df6fd7969605bbc07b8a6d3d28f9109e8f3)
2019-10-18 16:18:38 +02:00
53278be61f FAQ, Readme. Use = {} instead of = { 0 }, wasn't problematic because they were all static variables or one stack array not read. But hey. 2019-10-18 16:18:05 +02:00
9994f5bcbe Fixed more FAQ links, oops.. (#2848) 2019-10-16 11:28:45 +02:00
3bbc27ebd9 Fixed more FAQ links. (#2848) 2019-10-16 11:23:15 +02:00
5fc427a49e Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. (#2848) 2019-10-16 11:04:00 +02:00
9d6b2b096b Ignore directories created by JetBrains IDEs.
(cherry picked from commit c470de572c2f63e7ba5eeb7d97bc1f4bc114b375)
2019-10-15 17:15:45 +02:00
6892b81578 Remove trailing spaces from bunch of files.
(cherry picked from commit 50e0f8d4ddf4c426f62f346c8260a927f6b7c779)
2019-10-15 16:04:02 +02:00
c21fdabb43 Doc: Readme: moving contents to FAQ. 2019-10-15 14:21:44 +02:00
a41f0b2df4 Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
IMPORTANT: Renamed internal CalcTypematicPressedRepeatAmount to CalcTypematicRepeatAmount and reordered the t1, t0 arguments to t0, t1 !!
If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.  The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
2019-10-14 23:07:06 +02:00
c7bdec7e18 InputText, Nav: Fixed Left!Right keys broken when activating Keyboard Navigation. (#787) Amend 892dfb1 2019-10-14 22:43:04 +02:00
67e4cd5cc6 Comments, some logging for NavInitRequest debugging Moved OpenPopupOnItemClick() next to BeginPopupContextItem() 2019-10-14 15:54:11 +02:00
8c4dcbfa45 Diligent Engine 2019-10-12 17:56:32 +02:00
23eabd5991 Emscripten 2019-10-12 17:41:56 +02:00
58411033e2 Bindings 2019-10-12 17:21:11 +02:00
1c73a0c17e Bindings 2019-10-12 17:18:44 +02:00
cba84df7b5 Update README.md 2019-10-12 17:05:08 +02:00
aeb6481499 InputText: Filter out Ascii 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) 2019-10-12 14:27:37 +02:00
fc10ba8d24 Amend f0238ece9cba67ecabef438008fea53682bd6bc7 (#2817, #2818) 2019-10-11 14:20:04 +02:00
378035c6ff Fixed backspace handling on MacOS (fixed https://github.com/ocornut/imgui/issues/2817).
Allow null view passing as parameter to ImGui_ImplOSX_NewFrame
2019-10-11 14:17:07 +02:00
bf746c4215 DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the datato clarify how they are used, and more comments redirecting to the demo code. (#2844) 2019-10-11 12:04:28 +02:00
927472f5ff Combo: Added _NoMove flag to prevent window from docking, which has an effect in Docking branch (in Master was not noticeable as the Combo code kept repositioning the window). (#2835) 2019-10-07 19:14:08 +02:00
3b271b1847 Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] 2019-10-07 17:52:31 +02:00
8aad3482a4 ImVector: Fixed index_from_ptr() not asserting when passed end() element. 2019-10-07 17:22:55 +02:00
323412dd23 Examples: Allegro5: updated build instructions for macOS 2019-10-07 15:52:09 +02:00
73fa6509a5 Internal: InputTextEx: tweaked a bit of code (should be a no-op) 2019-10-05 16:57:12 +02:00
f1f321d3f6 Update README.md 2019-10-05 16:07:00 +02:00
ee3373d067 TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) 2019-10-04 19:21:29 +02:00
ccb2a947a2 Internal: SliderBehaviorT: Condition '!is_decimal' is always true (#2828) 2019-10-04 11:57:20 +02:00
1425bec7a4 Demo: Text baseline demo tweaks. 2019-10-03 18:30:42 +02:00
a6c3be4bda Internals: Tweaks to ItemSize() should be harmless. Added DebugDrawItemRect() helper. 2019-10-03 18:30:41 +02:00
892dfb1dea InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
Small refactor of ActiveIdUsingXXX inputs flags toward a little more consistent system. (#2637)
2019-10-02 15:57:36 +02:00
a2f3dcfc97 Added comment about SDL and SDL_INIT_GAMECONTROLLER. (#2809) 2019-10-02 11:40:03 +02:00
893056a209 Fix syntax typos in README (#2819) 2019-10-01 21:49:44 +02:00
eb5223276c Update README.md 2019-09-30 20:54:37 +02:00
0dad3f436b Fix harmless float calculation overflow. (#2813) 2019-09-30 15:16:30 +02:00
c262276988 Version 1.74 WIP 2019-09-30 14:27:56 +02:00
f0f5301612 Backends: OpenGL3: Commented out extra tokens at end of #else directive (#2804) 2019-09-25 00:06:14 +02:00
688cf868ea Merge branch 'master' of https://github.com/ocornut/imgui 2019-09-24 17:15:48 +02:00
d5efe16157 Version 1.73 2019-09-24 17:02:26 +02:00
293f74e996 Update README.md 2019-09-24 16:00:53 +02:00
664f9e76b9 Documentation: Various tweaks and improvements to the README page. [@ker0chan] 2019-09-24 15:46:08 +02:00
e100523917 CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes. (#2159, #2160)
The Bullet and Leaf ImGuiTreeNodeFlags are now taken into account for Framed/CollapsingHeader tree nodes as well. TreeNodeEx() can be used to specify these flags. A choice was made to left-adjust the Framed text when no Bullet/Arrow is rendered, since this was deemed to look better in the Framed context (especially when considering that CollapsingHeader is drawn using NoTreePushOnOpen, so child/sibling Text items etc will often be non-indented).
2019-09-24 12:48:49 +02:00
ca858c084b Demo tweaks. Comments. Compacting the rarely used AutoFitXXX fields in ImGuiWindowTempData. 2019-09-23 20:15:25 +02:00
52deb415e0 Internal: Refactored internal RenderMouseCursor so colors can be specified. (#2614) 2019-09-23 14:53:49 +02:00
25849234f6 Internal: Tree: tweaks (initially tried to implement auto-scrolling, stashed) 2019-09-23 13:11:38 +02:00
97691643b7 Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. Followup to 44cd8e3 (#2798) 2019-09-22 23:19:04 +02:00
44cd8e39da Automatically include the available gl loader header 2019-09-22 22:51:09 +02:00
80b3ab7d3e TabBar: Fixed single tab shrinking reducing the tab to 0.0f size. Broken by a856c670c1. 2019-09-22 22:16:05 +02:00
f47a0a85cc ImVector: added find, find_erase, find_erase_unsorted helpers. 2019-09-22 19:06:20 +02:00
eab03f4467 Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). 2019-09-22 19:03:51 +02:00
a45e3b5bb3 Readme, Wiki: Image loading examples. 2019-09-20 19:04:19 +02:00
f7468d05fe Fixed mouse event forwarding in macos example (#2710, #1961) 2019-09-20 15:48:51 +02:00
38d22bc47d ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (#2722, #2770) - changelog, fixed uninitialized variables, tweaks, renaming. 2019-09-20 15:31:39 +02:00
accb0261b8 ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (#2722, #2770)
Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue.
2019-09-20 15:31:15 +02:00
656c515bad Warning fix. 2019-09-18 17:21:04 +02:00
9d02ed51e3 TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth and ImGuiTreeNodeFlags_SpanFullWidth flags (#2451, #2438, #1897)
Added demo bits.
2019-09-18 17:13:41 +02:00
74e01e62ce Fixed unused static function warning for some compilers. (#2793) 2019-09-18 13:21:12 +02:00
098591fe4c ImDrawListSplitter: fixed an issue merging channels if the last submitted draw command used a different texture. (#2506) 2019-09-17 20:27:15 +02:00
b48dc067ae Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639)
+ Fix #2775
2019-09-17 16:33:15 +02:00
3b014d0c31 Merge branch 'features/ellipsis_rendering'
# Conflicts:
#	imgui.cpp
2019-09-17 12:07:30 +02:00
3f986e72d9 Internal: Offset STB_TEXTURE_K_ defines to remove that change from #2541 + sponsors update. 2019-09-17 12:06:31 +02:00
7d5a17e5e4 Remove trailing spaces (grep for ' \r?$' in visual studio) 2019-09-17 11:33:18 +02:00
1c951dca97 Font: Narrow ellipsis: once we know an ellipsis is going to be drawn, we can claim the space between pos_max.x and ellipsis_max.x which gives us enough extra space to not requires the further (and otherwise valid) optimizations. Gets us vastly simplified code, yay. (#2775) 2019-09-17 11:14:46 +02:00
57623c15dd Font: Narrow ellipsis: various minor stylistic tweaks (#2775) 2019-09-17 11:13:34 +02:00
45405f0dc9 Font: implement a way to draw narrow ellipsis without relying on hardcoded 1 pixel dots. (#2775)
This changeset implements several pieces of the puzzle that add up to a narrow ellipsis rendering.

## EllipsisCodePoint

`ImFontConfig` and `ImFont` received `ImWchar EllipsisCodePoint = -1;` field. User may configure `ImFontConfig::EllipsisCodePoint` a unicode codepoint that will be used for rendering narrow ellipsis. Not setting this field will automatically detect a suitable character or fall back to rendering 3 dots with minimal spacing between them. Autodetection prefers codepoint 0x2026 (narrow ellipsis) and falls back to 0x0085 (NEXT LINE) when missing. Wikipedia indicates that codepoint 0x0085 was used as ellipsis in some older windows fonts. So does default Dear ImGui font. When user is merging fonts - first configured and present ellipsis codepoint will be used, ellipsis characters from subsequently merged fonts will be ignored.

## Narrow ellipsis

Rendering a narrow ellipsis is surprisingly not straightforward task. There are cases when ellipsis is bigger than the last visible character therefore `RenderTextEllipsis()` has to hide last two characters. In a subset of those cases ellipsis is as big as last visible character + space before it. `RenderTextEllipsis()` tries to work around this case by taking free space between glyph edges into account. Code responsible for this functionality is within `if (text_end_ellipsis != text_end_full) { ... }`.

## Fallback (manually rendered dots)

There are cases when font does not have ellipsis character defined. In this case RenderTextEllipsis() falls back to rendering ellipsis as 3 dots, but with reduced spacing between them. 1 pixel space is used in all cases. This results in a somewhat wider ellipsis, but avoids issues where spaces between dots are uneven (visible in larger/monospace fonts) or squish dots way too much (visible in default font where dot is essentially a pixel). This fallback method obsoleted `RenderPixelEllipsis()` and this function was removed. Note that fallback ellipsis will always be somewhat wider than it could be, however it will fit in visually into every font used unlike what `RenderPixelEllipsis()` produced.
2019-09-17 11:13:07 +02:00
404dc0367e BeginTabItem: Fixed case where right-most tab would create an extraneous draw calls (probably related to other tab fitting code in 1.73 wip) 2019-09-17 11:12:33 +02:00
e7e88ed413 Examples: SDL/GLFW + OpenGL3: Fixes for Makefile (#2774)
- append CXXFLAGS instead of overwriting them
- add glad.c build rule
2019-09-17 17:04:40 +09:00
Qix
561e7dd490 Fix signed types warning in pasteboard handler (#2786) 2019-09-17 16:21:09 +09:00
3dcf323c35 Columns: Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones.
Fixed rounding issues also leading to change of ScrollMax depending on visible items (in particular negative coordinate would be rounded differently)
2019-09-16 19:15:43 +02:00
b05f6f6f50 Nav, Scrolling: Added support for Home/End key. (#787) 2019-09-16 19:01:40 +02:00
3cf519c9cb Fix DragScalar for unsigned types (#2780)
decreasing the value was broken on arm64
2019-09-16 19:01:39 +02:00
cc288e073c Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted. 2019-09-16 12:08:40 +02:00
c077dd4872 Fixed missing IMGUI_API for IsMouseDragPastThreshold(). 2019-08-31 19:59:51 +02:00
0537ac005f ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. 2019-08-30 20:33:35 +02:00
b59ec7b9b7 DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. 2019-08-30 20:30:21 +02:00
3f99890f40 TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
Before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations. Amend f95c77eeea.
2019-08-29 14:57:34 +02:00
f8d3d8d7f5 TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. 2019-08-29 12:21:09 +02:00
bfcdaeb610 Disable with ConfigWindowsMemoryCompactTimer < 0.0f (#2636) 2019-08-28 20:30:36 +02:00
62f75c7fb1 Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) 2019-08-28 20:28:36 +02:00
45a0db5979 Demo: PlotLine example displays the average value. (#2759) + extra comments 2019-08-28 19:23:43 +02:00
c8418015c2 SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765)
+  misc minor stuff.
2019-08-28 15:19:10 +02:00
bcdb89ab07 Rebased imstb_rectpack on stb_rect_pack v1.00. 2019-08-28 09:53:21 +02:00
cb538fadfe Internals: Storing settings using ImVec2ih to match what we are doing with dock node. + removed ImMax from reading Size value (done in Begin) + removed seemingly unnecessary FLT_MAX compare in SettingsHandlerWindow_WriteAll.
About: Added backquote to text copied into clipboard so it doesn't mess up with github formatting when pasted.
2019-08-23 12:02:52 +02:00
c4ff1b3578 ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) 2019-08-22 17:43:57 +02:00
3fb5cf3541 Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) 2019-08-22 16:55:42 +02:00
c4b0bf718a More typos in comments (#2738) 2019-08-22 11:40:37 +02:00
a856c670c1 TabBar: fixed single-tab not shrinking their width down.
+ minor typo fixes (#2738)
2019-08-22 11:38:58 +02:00
a33cedda14 Internals: Renaming window size calc functions. 2019-08-19 21:48:52 +02:00
7abd41bd5f TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. 2019-08-19 20:38:17 +02:00
9fce278918 ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0).
2019-08-16 11:46:11 +02:00
88bf056a9f Removing Funding file (unnecessary as we'll switch services) 2019-08-15 14:51:38 +02:00
7d2cfa6ff1 Create FUNDING.yml 2019-08-15 14:49:18 +02:00
2e756d5b47 Explicit narrowing cast from size_t to UINT (#2726)
Clang: `non-constant-expression cannot be narrowed from type 'size_t' (aka 'unsigned long long') to 'UINT' (aka 'unsigned int') in initializer list [-Wc++11-narrowing]`
2019-08-12 22:31:49 +02:00
62143dff64 Backends: Vulkan: Added support for specifying multisample count. (#2705, #2706) 2019-08-01 11:10:01 -07:00
6cf4743f17 Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). 2019-08-01 10:58:41 -07:00
f624455d7b Version 1.73 WIP 2019-08-01 10:57:13 -07:00
9bd7846f07 Internal: Made ScrollToBringRectIntoView() handle recursing back to scroll parent window, so the function can be called elsewhere (instead of 1 deep recursion done in NavUpdateMoveResult(). 2019-07-31 18:37:55 -07:00
6a0d0dab5a Version 1.72b (patch for nav) 2019-07-31 14:31:06 -07:00
27079e68c2 Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation. 2019-07-31 14:31:06 -07:00
4cfaf7d89c Scrolling, Nav: Fixed programmatic scroll leading to a slightly incorrect scroll offset when the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. Fix/amend a0994d74. 2019-07-31 14:31:06 -07:00
3548fb8013 Internal refactor: moved all Scroll related functions in a same spot. 2019-07-30 20:04:02 -07:00
1b1e539288 Internal: Moved NavScrollToBringItemIntoView() declaration to imgui_internal.h. Fixed spacing missing in 494d804. Fixed changelog wreck from 1.72. 2019-07-30 18:21:44 -07:00
5ef7445d92 Internal: Avoid using GImGui multiple times in same function. 2019-07-30 16:51:12 -07:00
494d804735 Internal: Added ImGuiInputTextState::ClearText() helper. 2019-07-30 15:02:40 -07:00
85ad8e0e2e Nav: Fixed an issue with NavFlattened window flag where widgets not entirely fitting in child window (often selectable because of their extruded bits) would be not considered to navigate toward the child window. (#787)
This creates a little bit of tension because g.NavDisableHighlight tends to makes the reference point not always visible.
Amend c665c15a7d
2019-07-30 14:27:25 -07:00
9183e7c426 Version 1.73 WIP 2019-07-29 15:54:32 -07:00
ecb9b1e2eb Version 1.72 2019-07-27 18:15:07 -07:00
7a26a49f08 Internal: Added IsMouseDragPastThreshold(). Tweaks. Todo.
Demo: Showing how to use the format parameter of Slider/Drag functions to display the name of an enum value instead of the underlying integer value
2019-07-26 17:19:01 -07:00
d057550209 Fixed Clang 8.0 warning "empty expression statement has no effect; remove unnecessary ';' to silence this" warning [-Wextra-semi-stmt]
+ Comment
2019-07-24 17:07:05 -07:00
824e8c53b4 Internals: Added IMGUI_DEBUG_INI_SETTINGS. Made IMGUI_DEBUG_LOG redefinable in imconfig.h. Comments. Fix to allow Metrics's NodeWindow() being called with a NULL window. 2019-07-23 21:37:09 -07:00
baae057a03 Internals: Merge in minor noise from wip Tables branch to simplify further merging. 2019-07-23 13:28:36 -07:00
51853292cc ImDrawList: Using ImDrawCornerFlags instead of int in various apis.
Demo: Using ImGuiColorEditrFlags instead of int.
2019-07-23 10:41:48 -07:00
1820aaf444 imgui_freetype: Initialize FT_MemoryRec_ struct manually (#2686)
This fixes gcc warning: missing field 'alloc' initializer [-Wmissing-field-initializers]
2019-07-23 09:41:27 -07:00
26f14e056c Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or until a short delay expires (2 seconds). This allow uninterrupted scroll even if child windows are passing under the mouse cursor. (#2604) 2019-07-22 18:49:52 -07:00
dcd03f62a7 Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling.
Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
2019-07-22 18:49:51 -07:00
34cf00566f InputTextMultiline: Fixed vertical scrolling tracking glitch.
Fixed Travis-CI banner address.
2019-07-22 18:11:06 -07:00
835b50b773 Internals: Nav: Tweak NavUpdatePageUpPageDown() to make it more readable. 2019-07-22 17:27:41 -07:00
363d33f64e Increased IMGUI_VERSION_NUM to facilitate transition of OSX clipboard support for framework using/embedding any version of imgui. Amend 29d9394. (#2546) 2019-07-22 10:23:27 -07:00
cbd5a21fb0 Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
2019-07-21 19:26:13 -07:00
29d9394a41 OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) 2019-07-21 19:06:07 -07:00
f0348ddffc Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) 2019-07-21 18:39:50 -07:00
0f86116a69 Adding an ImGuiKey 'ImGuiKey_EnterSecondary' to support platforms that differentiate the enter (return key) and the numpad enter key. 2019-07-21 18:29:11 -07:00
4b44f25c9a Fixed incorrect application of io.DisplaySafeAreaPadding which would be problematic with multi-viewports when a monitor uses negative coordinates (correct clamping is done right below). (#2674) 2019-07-21 18:19:56 -07:00
f1ba217a92 Internals: Extracted some code out of the NewFrame() function. 2019-07-21 12:13:44 -07:00
c37f21788f Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with other column functions + fixed Columns demo (#2683) 2019-07-21 11:23:15 -07:00
b443bc0a64 Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) 2019-07-19 14:22:33 -07:00
4abc2a82e0 Columns: Made the right-most edge reaches up to the clipping rectangle (removing WindowPadding.x*0.5 worth of asymmetrical/extraneous padding). (#125, #2666)
+ Moved a few things in BeginColumns().
2019-07-19 14:22:12 -07:00
493795cdd1 Columns: Fix support for BeginColumns() with a count of 1 (not that this isn't available via the old Columns() api). Tweaked Demo to facilitate testing for it. 2019-07-19 12:11:00 -07:00
047dc16af5 Debug Tools: Added DebugStartItemPicker() in imgui_internal.h to facilitate binding this anywhere in user's tool. Adedd highlight. Added IMGUI_DEBUG_TOOL_ITEM_PICKER_EX to break in ItemAdd(). 2019-07-19 11:28:03 -07:00
44336950e9 Revert "Columns: Improved honoring left-most and right-most alignment with various values of ItemSpacing.x and WindowPadding.x. In particular, the right-most edge now reaches up to the clipping rectangle while ensuring that the right-most column clipping width matches others. (#125, #2666)"
This reverts commit 6c16ba6490.
2019-07-19 11:22:39 -07:00
6c16ba6490 Columns: Improved honoring left-most and right-most alignment with various values of ItemSpacing.x and WindowPadding.x. In particular, the right-most edge now reaches up to the clipping rectangle while ensuring that the right-most column clipping width matches others. (#125, #2666) 2019-07-17 18:40:48 -07:00
e28d20c3e2 Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) 2019-07-17 17:29:30 -07:00
61c7f0194e Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() when clicking the color button to open the picker popup. (#1875)
Demo: Added Button with repeater and InputFloat with +/- button to the status query test demo.
2019-07-17 17:10:28 -07:00
1f3feb481e Internals: Refactor: Moved all Columns code from imgui.cpp to imgui_widgets.cpp (#125)
Also moved NextColumn between BeginColumn and NextColumn which makes it easier to work on that code.
2019-07-17 17:10:27 -07:00
ea79992d9a Fixed old SetWindowFontScale() api value from not being inherited by child window. Added comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
+ Added missing IMGUI_API marker to the EmptyString storage used by ImGuiTextBuffer. (#2672)
2019-07-17 10:01:49 -07:00
130b44994e Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed. 2019-07-16 18:25:49 -07:00
e6a286b3a5 Style: Added style.ColorButtonButton (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. 2019-07-16 16:43:21 -07:00
a35f42f123 Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). (#581, #324) 2019-07-15 18:30:20 -07:00
3d07c7cbe4 TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). 2019-07-15 18:30:20 -07:00
7a9d32acee Fixed unnecessary test in UpdateMouseWheel() (thanks PVS).
TreeNodeBehavior: avoid computing bg_col for non-framed non-active tree nodes.
Comments, binaries update, minor typos.
2019-07-15 18:30:20 -07:00
e461e7bc7a Moved ImGuiColumnsFlags erroneously forward declared in imgui.h + demo bit. 2019-07-14 12:29:23 -07:00
71d20abbc3 Settings: Minor optimization to reduce calls in SettingsHandlerWindow_WriteAll. 2019-07-12 13:33:38 +02:00
d52c6316c8 Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Keep redirection typedef (will obsolete). 2019-07-12 11:58:46 +02:00
e66799f79a Prefixed internal structs exposed in imgui.h with a fully qualified name to facilitate auto-generation with cimgui. 2019-07-12 11:54:22 +02:00
3436132d4b Combo: Hide arrow when there's not enough space even for the square button.
+ Various todo items.
2019-07-11 17:20:56 +02:00
d23f1b1409 fonts/binary_to_compress: display error message when failing to open file + misc comments. 2019-07-10 12:58:11 +02:00
54c49b5fb1 Window: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window if ScrollMax is zero on the scrolling axis. Also still case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding
would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case any more (amend #1502, #1380).
2019-07-02 18:33:50 +02:00
e16564e67a Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. 2019-07-01 20:59:00 +02:00
58c9f8a194 Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). + Internals: Minor renaming. 2019-07-01 20:58:10 +02:00
da29d77253 Added SetScrollXHere, SetScrollFromPosX: Changelog, demo, comments (#1580). 2019-07-01 12:15:53 +02:00
caf119a982 Added 'SetScrollHereX' and 'SetScrollFromPosX' (#1580) 2019-07-01 12:15:48 +02:00
2a3517a399 Internals: Checkbox: Added undocumented mixed/indeterminate/tristate support via ImGuiItemFlags_MixedValue. (#2644) 2019-06-30 12:03:09 +02:00
a89f05a10e Child windows inherit Hidden frames setting from parent more accurately, so HiddenFramesCannotSkipItems is honored by child windows. 2019-06-29 20:12:15 +02:00
401e05147c Internals: Moved CalcListClipping close to ImGuiListClipper code (no-op) 2019-06-29 20:11:03 +02:00
82711251b6 Internals: ImGuiListClipper using absolute coordinate (instead of relative one). Minor no-op tweaks + ImDrawListSplitter assert 2019-06-29 20:10:55 +02:00
1dd322c6fb Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. 2019-06-27 12:20:29 +02:00
4b95e7c2f3 Doc: Tweak and extra mention of AddCustomRectFontGlyph + made the example register two rectangles. 2019-06-26 12:15:32 +02:00
eb3e271c24 Demo: Using ImVec2(-FLT_MIN,0.0f) instead of ImVec2(-1.0f,0.0f) where it makes sense. (#2449) 2019-06-23 18:20:25 +02:00
41e2d4b5ae ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature). 2019-06-20 16:09:45 +02:00
f563e1a504 Internals: Renamed GetFrontMostPopupModal() to GetTopMostPopupModal() to be consistent. Renamed other locals to follow that terminology. 2019-06-19 18:16:38 +02:00
dd41df3e98 Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). 2019-06-18 12:50:34 +02:00
516c3dee80 Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 2019-06-18 11:28:26 +02:00
cc4d76cc23 Implement SDL/dx11 sample 2019-06-18 11:05:29 +02:00
70fe409338 Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). 2019-06-18 10:58:03 +02:00
342751c89e Fiedx OpenGL ES 3.0 include for iOS and tvOS (#2631) 2019-06-18 10:55:33 +02:00
0e37eaff8a Updated Ogre bindings (#2619)
And support python
2019-06-17 15:17:24 +02:00
ae2c9f7101 Internals: Columns: Poke into WorkRect and use them in the GetContentRegionMax() functions. This should be a no-op, but preparing us to transition toward using WorkRect instead of ContentRegionRect.
Removed one use of ContentsRegionRect.
2019-06-17 12:14:34 +02:00
e9b92d1cef Disable -Wpragmas warning in GCC to avoid relying on version checks, as unusual/forks/mods don't appear to always have same warning<>version. (#2618)
+ Fix version number in imgui.h
2019-06-17 11:32:00 +02:00
b82e99c032 ImDrawList: Fixed CloneOutput() helper crashing. Also removed unnecessary risk from ImDrawList::Clear(), draw lists are being clear before use each frame anyway. (#1860) 2019-06-17 11:06:36 +02:00
2645a2516f ImDrawList::ChannelsSplit(), ImDrawListSlitter: Fixed an issue with merging draw commands between channels 0 and 1. (#2624) Introduced by cef88f6aae. 2019-06-14 12:07:43 +02:00
af3080b81b Removed redirecting functions/enums that were obsoleted in version 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. 2019-06-14 12:05:00 +02:00
5286ecb8a7 Version 1.72 WIP 2019-06-14 11:58:58 +02:00
2da1c66d15 Version 1.71 + comments 2019-06-12 18:30:06 +02:00
5ae268c0a3 Internals: Reworked RenderTextEllipsis() to satisfy what we need for table headers. 2019-06-11 16:12:00 +02:00
4597632662 Readme, comments, dear imgui prefixes 2019-06-11 16:11:36 +02:00
c3a348aa25 CollapsingHeader: Minor fix to align right side of frames (which is extruded past the Work/Contents rect) with clipping rectangle. 2019-06-11 15:56:57 +02:00
a8eb64fc54 Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
Extracted tab rendering code into a RenderTextEllipsis() function.
2019-06-11 14:03:13 +02:00
a9b5c834b6 ImDrawListSplitter: Don't merge draw commands when crossing a VtxOffset boundary + Renamed fields ImDrawChannels to consistently suggest those are internal structures. 2019-06-11 11:49:31 +02:00
d8435c7710 ImDrawListSplitter: Fix idx offset when merging (cef88f6) (#2591) 2019-06-10 15:02:44 +02:00
0770449630 Window: child windows outer decorations (e.g. scrollbar) are rendered as part of their parent window, avoiding the creation of an extraneous draw command.
+ Metrics: inverted color of clip rect vs vertices bounding box when hovering a draw command, so the color matches the per-vertex preview.
2019-06-07 17:34:36 +02:00
afa3978ff6 Internals: Added drawlist and color arg to RenderArrow(), RenderBullet(). Reordered args for RenderPixelEllipsis. 2019-06-07 17:32:51 +02:00
32ab0a82d6 imgui-test: Added IMGUI_TEST_ENGINE_LOG macro to emit into test log from core or user land. 2019-06-07 13:46:54 +02:00
2b997141cf Made PushID() behave the same in 32-bit and 64-bit, by not padding the integer into a void*. (Also technically faster.) 2019-06-06 16:36:26 +02:00
431aa4e456 Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. 2019-06-06 16:13:30 +02:00
fea5f70611 ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to facilitate custom rendering back-ends passing local render-specific data to the draw callback. 2019-06-06 15:28:37 +02:00
480d57e6a2 Revert "Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error with a message pointing you to the new method. (#38, #103, #1172, #1231, #2489)"
This reverts commit 597c024904.
2019-06-06 01:00:30 +02:00
597c024904 Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error with a message pointing you to the new method. (#38, #103, #1172, #1231, #2489) 2019-06-06 00:42:27 +02:00
c96f2c4057 Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar appear for a single frame after the resize. Moved Scrollbar visibility block. 2019-06-05 15:59:14 +02:00
300d8dd656 Internals: Moved scrollbar visibility calculation block below the call to UpdateManualResize(). This commit is _intended_ to have no side-effect (next commit will). Also moved ItemWidthDefault calculation below rectangles. 2019-06-05 15:59:14 +02:00
c1a61d25a7 Scrollbar overlap an extra WindowBorderSize amount on the left to make all distances consistent. Reverted to BorderSize not affecting work/contents rectangles. Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14. 2019-06-05 15:59:14 +02:00
15282261dd Internals: Minor no-op tidying up toward solving the WindowPadding / WindowBorderSize / ScrollbarSize overlapping mess.
+ Demo: Use SetScrollY().
2019-06-05 15:59:14 +02:00
4149d22e85 Fixed newly created window (e.g. appearing child window) from having scrollbar active on the first frame. (fix 6e03b27) + reworded code a little. (+1 squashed commits)
Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags not taking account of the expect scrollbar sizes.
2019-06-05 15:59:14 +02:00
06f1d2c101 Internals: Storing ScrollMax into a member. Mostly to facilitate debugging. Also locking down window->Scroll slightly lower in the Begin function. 2019-06-05 15:59:13 +02:00
d6df777ff2 TextWrapped, PushTextWrapPos(0.0f) within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). 2019-06-05 15:59:13 +02:00
fe32fde376 Internals: Renamed SizeContents to ContentSize, SizeContentsExplicit to ContentSizeExplicit. Tweaked Metrics->Show Rectangles functionality. 2019-06-05 15:59:13 +02:00
f95c77eeea Window rectangles: Changed WorkRect to cover the whole region including scrolling (toward obsolete ContentsRegionRect) + using full WindowPadding*1 padding.
Tweaked InnerClipRect.
TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using horizontal scrolling. (#2211, #2579)
TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback loop with the horizontal contents size.
Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). (#125)
Demo: Added demo code to test contentsrect/workrect
2019-06-05 15:59:13 +02:00
a0994d74c2 Clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.The exact meaning of ContentSize for decorated windows was previously ill-defined. 2019-06-05 15:59:13 +02:00
09bcf9fbc5 Window rectangles: Made InnerRect not affected by window border sizes. its few users shouldn't be meaningfully affected. 2019-06-05 15:59:12 +02:00
b9874a2423 Comments about obsoleted features version. Todo. Clarify tab bar initial offset (useful if we decide to remove the half-windowpadding clip margin). 2019-06-05 15:58:49 +02:00
57d8ab62f4 Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same frame as clearing the focus. This was in most noticeable in some back-ends with emits key release events when focusing another viewport. (#2609) 2019-06-05 00:28:55 +02:00
6614bab883 Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2606, #2607) 2019-06-04 20:49:29 +02:00
eb7849b477 Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement. + minor fix with the mostly dead Ctrl+wheel scaling. 2019-05-31 20:48:52 +02:00
cef88f6aae ImDrawListSplitter: Support merging consecutive draw commands straddling two channels. Support zero-init. 2019-05-31 12:06:35 +02:00
f1f4b42d91 ImDrawListSplitter: extracted out of ImDrawList. Down the line we may obsolete the ImDrawList functions and encourage users to store the splitter aside, in the meanwhile ImDrawList holds a splitter.
(This will allow columns/table to recurse.)
2019-05-31 12:03:10 +02:00
8abf1313aa ImDrawList: Fix broken channel splitting (another issue when the first channel is empty) (#2591) + fixed warnings with newer VS 2019-05-31 11:47:00 +02:00
bff7202ff2 Include <alloca.h> also when __SWITCH__ is defined (#2595)
Fixes compilation with devkitPro for Nintendo Switch
2019-05-31 01:52:22 +02:00
42c98c5eea ImDrawList: Fix broken channel splitting (broken by d1e8b69) (#2591) 2019-05-30 18:47:46 +02:00
546b728199 Internals: Window rectangles: Fixed ContentsRegion lag by moving back after Scrollbar, fixes b50c61c9. Shuffling setup order and added comments. 2019-05-30 18:19:14 +02:00
21ebdcafc9 Internals: Window rectangles: Renaming of all rectangles toward their final form. Should be a no-op. Renamed GetWorkRectMax() to GetContentRegionMaxAbs(). Metrics shows SizeContents. 2019-05-30 18:04:21 +02:00
c3d600abed Fixed imgui_impl_opengl3 broken in previous few commits. (#2591, #2593, #2594) 2019-05-30 16:45:59 +02:00
ed79b4d22e Examples/Backends: Metal: Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591, #2592) 2019-05-29 19:45:15 +02:00
7755cbbef2 Renamed ImGuiBackendFlags_HasVtxOffset to ImGuiBackendFlags_RendererHasVtxOffset to match naming convention already used in viewport/docking branch. (#2591) + Fix OpenGL3 code missing flag. 2019-05-29 16:29:17 +02:00
b3dd03f582 Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591) 2019-05-29 16:13:38 +02:00
d1e8b698d0 ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices.
ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset. (#2591)
2019-05-29 16:13:38 +02:00
40b9e5e0b4 ImDrawList: Store initial flags for the frame in ImDrawListSharedData, reducing code duplication in setting up the flags. 2019-05-29 14:26:03 +02:00
cb7ba60d3f CollapsingHeader: When a close button is enabled, better clip the label to avoid overlap. (#600) 2019-05-28 21:25:28 +02:00
c487bc52a2 Fonts: Added some details about using custom colorful icons. 2019-05-28 20:17:15 +02:00
70d9f79312 Internal: Renamed InnerMainRect to InnerVisibleRect. Printing coordinates in Metrics window. 2019-05-28 11:23:04 +02:00
2742663ad2 Changelog, minor tweaks. (#2585) 2019-05-28 11:23:04 +02:00
c0e690318a Examples: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) 2019-05-28 11:15:59 +02:00
2d68e892a8 Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. Shortened amount of nodes in columns>tree demo. 2019-05-27 18:38:28 +02:00
9c35344175 Comments, todo entries, moved ImGuiSelectableFlagsPrivate in higher ranges to match others. 2019-05-27 16:50:56 +02:00
70a4be07df ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple options. (#2587, broken in 1.69 by #2384). 2019-05-27 14:57:39 +02:00
affa7e2422 Examples: imgui_impl_opengl3: Fix empty printout on shader load. (#2584)
Fixed minor bug in CheckShader and CheckProgram

The log_length reported by 
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length)
will at least return 1, since the string delimiter is also counted.

The old version would always print and empty string to stderr. This is annoying in the emscripten port, since it prints a red error message to the Javascript console. The new version fixes this behavior.
2019-05-27 10:47:18 +02:00
958d75c00a Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. 2019-05-24 21:54:52 +02:00
6c3697f6f1 Internal: CloseButton takes an upper-left corner + a size to be consistent with similar widgets. 2019-05-24 17:58:21 +02:00
ec3ec24157 Internals: Extracted some of the tab bar shrinking code into a ShrinkWidths() function so columns/table can use it. 2019-05-24 14:32:33 +02:00
3fda90d6a7 Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting style.ItemInnerSpacing.x worth of trailing spacing. 2019-05-24 14:32:28 +02:00
7bc03f7155 Internals: Added InnerWorkRect equal to old InnerClipRect, added InnerWorkRectClipped actually clipped. 2019-05-22 23:56:31 +02:00
b85e97137d Version tag is 1.71 WIP oops 2019-05-22 23:56:26 +02:00
a2eec8f5b5 Fix OuterRectClipped not being clipped correctly, which resulted in child window outside visible bound to not be marked with SkipItems. Broken in b50c61c961.
+ Comments on InnerClipRect being misleading. Demo: Tweak to sizing of child window in the Layout->Scrolling section.
2019-05-22 22:14:31 +02:00
34b881eb12 ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not fully cleared. Fixed edge case overflow when adding character 0xFFFF. (#2568) 2019-05-21 12:45:27 +02:00
882d2c3aea Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) + comments 2019-05-21 12:18:34 +02:00
392ab08580 BeginPopupContextItem(): Skip processing when SkipItems is set as LastItemId is unreliable and we assert when it is zero. + Minor comments on columns. 2019-05-20 16:46:47 +02:00
f242cd4d8a Fixed GCC mem-access warnings (#2565)
+ using "if defined" more consistently for Clang.
2019-05-19 17:15:14 +02:00
31e3e861ef Update changelog, comments, made empty/no-text clipboard return NULL as with other implementation. Minor style tweaks. (#2546)
Fixed IMGUI_DISABLE_WIN32_FUNCTIONS not disabling IME code.
2019-05-18 17:44:09 +02:00
02de498a41 Add native mac copy/paste support to match win32 (#2546) 2019-05-18 17:34:58 +02:00
e6109a9145 Fixed ColorEdit breakage introduced by d3a387c (#2557, #1875, #2034) 2019-05-18 11:18:31 +02:00
679cf7434e Fix undefined behavior (#2561) 2019-05-18 10:43:30 +02:00
fc3c3de551 Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and after EndGroup(). (#2550, #1875) 2019-05-13 19:05:41 +02:00
d3a387cc18 Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. (#1875, #2034) 2019-05-13 19:04:57 +02:00
99a845053a Internal: Renamed fields + minor tweaks (probably shallow break stack-layout pr, sorry!) 2019-05-13 18:26:28 +02:00
64dbd932d2 Internal: Removed GetNextItemWidth(), relying on ItemAdd or NextItemData.ClearFlags() to clear the width data. Amend 5078fa20 and undo some of its effects of imgui_widgets.cpp 2019-05-13 15:29:00 +02:00
632469d2e5 Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Refactored SetNextItemXXX stuff to match SetNextWindowXXX code closely. 2019-05-13 15:11:25 +02:00
36e714a459 Internal: Storing flags for NextWindowData so that we can clear everything with a single write and remove dummy condition fields. 2019-05-13 14:57:30 +02:00
0b485f12d7 Internal: Minor tidying/reordering of sections within ImGuiContext / window DC. 2019-05-13 14:02:03 +02:00
7355c84701 Tweak EndGroup() to facilitate fixing #2550 later (currently should have no side-effect0. Demo: Add extra widget to status query test. 2019-05-12 21:42:36 +02:00
aca6ee1a91 Cast ImTextureId to void* before printing in Metrics window. (#2548) 2019-05-11 11:34:41 +02:00
87c5356d97 FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. 2019-05-11 10:46:26 +02:00
ef13d95466 IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541)
2019-05-11 10:33:56 +02:00
7c256fbd40 Internal: Extracted some of the Begin code into RenderWindowDecorations(). 2019-05-10 22:45:52 +02:00
72951a1a85 Internal: Extracted some of the Begin code into RenderWindowTitleBarContents(). 2019-05-10 22:45:28 +02:00
b50c61c961 Internal: Begin: Update rectangles before Scrollbar() which now uses them. Fixes 39eeda0. 2019-05-10 22:30:33 +02:00
39eeda0227 Internal: Scrollbar: Further sane simplification (using InnerMainRect instead of duplicating calculations). 2019-05-10 18:52:29 +02:00
37174c85e2 Internal: Scrollbar: Extracted scrollbar code for other uses (eg. table v2 scrolling without using a child window). 2019-05-10 18:52:23 +02:00
9534ef9b26 Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change (c5d83d8a). It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. 2019-05-09 17:52:56 +02:00
e29176df53 Internals: Columns: Renamed fields. Comments and tweak. Moved a demo block. 2019-05-09 13:12:09 +02:00
a4d0b0efa4 Internal: Refactored Separator into SeparatorEx(), exposed ImGuiSeparatorFlags_SpanAllColumns in imgui_internal.h and support without. (#759) + misc comments 2019-05-09 12:55:01 +02:00
b7c2759f95 Columns: Fixed Separator from creating an extraneous draw command. Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) 2019-05-09 12:10:36 +02:00
42fc563fed Version 1.71 WIP + fixed minor typo 2019-05-07 16:36:08 +02:00
d1d5075b66 Version 1.70 2019-05-06 14:17:39 +02:00
d88121ff5b Examples: DirectX9/10/11: Taking reference to device + subsequent merge of this in docking will fix DX9 issue #2524 2019-05-06 10:15:22 +02:00
6c196cf432 Examples Readme and Changelog tweaks, added #2527, re-ordered examples/README alphabetically. 2019-05-06 10:02:59 +02:00
5ecc9d5865 Examples: Metal: Add GLFW+Metal example 2019-05-06 09:51:21 +02:00
526e2303bc Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530) 2019-05-03 19:09:44 +02:00
9c1f02a42c Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. 2019-05-03 18:42:53 +02:00
e2166db282 Internals: Fixed incorrect repeat delay/rate calculation in IsMouseClicked() with repeat flag leading to involontary but thankfully doubling the rate. Using our standard function, making the multiplicator explicit. 2019-05-03 15:06:06 +02:00
2dc81057ec Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button releas efollowing the double-click. Only first mouse release + second mouse down (double-click) returns true. Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) 2019-05-03 14:31:12 +02:00
86f92fe756 Demo: Improved trees in columns demo. (#2136) 2019-05-02 21:32:36 +02:00
ce19cb465f Internals: Rename GetContentRegionMaxScreen() -> GetWorkRectMax(). At this point this is mostly useful to facilitate merge of other branches. 2019-05-02 16:29:40 +02:00
a1c432d1ad Internals: SettingsHandlerWindow_ReadLine uses context parameter. 2019-05-02 14:30:35 +02:00
ae405b83a4 Examples: Added missing per-renderer local changelogs. (#2037, #1639, #2452) 2019-04-30 22:28:29 +02:00
7c6ba3a1da ImDrawCallback_ResetRenderState: Added Metal. 2019-04-30 22:18:25 +02:00
5c1cd5c8c7 ImDrawCallback_ResetRenderState, Examples: Added support for reset render state callback. (#2037, #1639, #2452) 2019-04-30 22:15:59 +02:00
3fbc0b7a9e Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function. 2019-04-29 18:33:08 +02:00
db2d58a68b Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click regardless of being covered by another window (it didn't honor correct hovering rules). (#2521) 2019-04-29 16:34:02 +02:00
0f2852806c Amend 48a09a7 with changelog, breaking changes, tweak demo code for spacing. (#2518) 2019-04-29 12:44:17 +02:00
4c0f34fd5d Improved algorithm for mitre joints on thick lines 2019-04-29 12:07:03 +02:00
4dec744795 Tidying up BeginMenu() code + comments. 2019-04-29 00:02:02 +02:00
842a720e72 Popups: Closes popup at the time of FocusWindow(). Fixes right-click from closing all popups instead of aiming at the hovered popup level (regression in 1.67's ae76a1fd). 2019-04-28 22:33:58 +02:00
bda2cde68e Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517)
Among other things, this allows opening a popup while no window are focused, and pressing Escape to clear the focus again.
2019-04-28 22:18:51 +02:00
3276b12765 Internals: Added DataTypeApplyOp, DataTypeApplyOpFromText to imgui_internal.h 2019-04-28 20:55:51 +02:00
09db2f6dec Fix 61d9258 when there is not scrollbar "Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active." 2019-04-28 18:50:51 +02:00
4e81b2d093 Internals: Renaming. Renamed ImGuiPopupRef to ImGuiPopupData for consistency and added constructor. 2019-04-28 17:15:08 +02:00
3d363c91fd Internals: Exposed ImGuiDataTypeInfo, DataTypeGetInfo(), DataTypeFormatString(). Comments. 2019-04-28 15:27:18 +02:00
00b3c830db Internals: Begin: Moved OuterRectClipped/InnerMainRect/InnerClipRect computation higher up in the function, next to ContentsRect/WorkRect code. Removed commented out debug drawing code which is now available in Metrics window. 2019-04-26 23:33:09 +02:00
61d92580aa Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. 2019-04-26 23:32:29 +02:00
5d799d76ea Internals: Nav scrolling uses InnerMainRect instead of InnerClipRect. 2019-04-26 23:31:51 +02:00
c5d83d8af2 Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. 2019-04-26 23:31:31 +02:00
56c3aaf6bd Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. 2019-04-25 17:50:40 +02:00
dd15b44230 Internals: TempInputText: Tidying up DragScalar / SliderScalar / TempInputTextScalar. 2019-04-25 17:50:40 +02:00
0ca1675ff9 Internals: TempInputText: Rename InputScalarAsWidgetReplacement() -> TempInputTextScalar(), ScalarAsInputTextId -> TempInputTextId, small tidying up in affected functions. 2019-04-25 16:03:47 +02:00
59a3f0476d Internals: Using more explicit PushOverrideID() helper + renamed equivalent internal tree helper. 2019-04-25 15:21:22 +02:00
1ca6e5b59f Examples: Glut: Added note about missing cursor support. (#2375, #2465) 2019-04-25 12:01:01 +02:00
4dc4ace864 Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries by a few pixels (this is used to facilitate resizing from borders when available for a given window). One of the noticeable minor side effect was that navigating menus would have had a tendency to disable highlight from parent menu items earlier than necessary while approaching the child menu.
+ Changelog fixed unfinished sentence and tweaks,
2019-04-25 11:50:28 +02:00
16b18b265e MenuItem, BeginMenu: Fix undesirable tall frames in horizontal layout context, which would be visible when trying to use rounded selectable/menus.
PushStyleVar: Added comments in the assert message.
Minor tweaks.
2019-04-25 11:34:07 +02:00
6db0766564 Misc comments, internal renaming, added disable indentation option to Columns demo section. 2019-04-24 17:40:07 +02:00
6789ea3482 Examples: SDL: Gamepad support minor amend. Fixes ImGuiBackendFlags_HasGamepad not being set. Enable in Emscripten demo. Tweaks. (#2509, #2484). 2019-04-23 12:38:59 +02:00
994a92d79d Added support to use controllers via SDL_GameController. (#2509)
Updated sdl examples to use SDL_INIT_GAMECONTROLLER flag
2019-04-23 12:14:05 +02:00
16e9b8191b Increased IMGUI_VERSION_NUM arbitrarily, help narrowing down reports that don't include a commit hash. Add comments. 2019-04-22 11:16:17 +02:00
f159eb35fb Examples: SDL: Removed unused code. (#2484) 2019-04-22 10:43:14 +02:00
59f012d656 Internals: ImHashStr() default parameter. 2019-04-19 19:48:51 +02:00
5078fa208b Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. 2019-04-18 18:29:28 +02:00
8d53f834ee Demo: Documents: Fix misusage of ListBoxHeader(). 2019-04-18 18:24:51 +02:00
0e46d65b03 Misc: Fixed PushItemWidth(-width) (for right-side alignment) laying out certain items (button, listbox, etc.) with negative sizes if the 'width' argument was smaller than the available width at the time of item submission, 2019-04-18 15:46:13 +02:00
a1cf7d636d Internals: Rework CalcItemWidth / CalcItemSize but make their similarities and their differences more obvious. (#2449) 2019-04-18 15:46:13 +02:00
f355a40367 Added commentary about ContentRegion functions. Added internal GetContentRegionMaxScreen() to facilitate internal code at the moment. 2019-04-18 15:46:13 +02:00
9d4a893a77 Internals: Moved CalcItemSize next to CalcItemWidth, added comments to clarify their respective intent. Should have no side effect. 2019-04-18 15:46:12 +02:00
240dddff87 Combo, Slider: Improve rendering in situation when there's there's very little space available. 2019-04-18 15:46:12 +02:00
1aeee9d40f Internals: Columns: Tweaks, renaming. Metrics: Show rectangles for child windows.
Renamed SameLine() first parameter.
2019-04-17 22:12:17 +02:00
1d3ebef364 Columns: Fixed boundary of clipping being off by 1 pixel within the left column. 2019-04-17 21:51:13 +02:00
74a3878be4 emscripten: replace shell_minimal.html with 'soft fullscreen' version 2019-04-17 11:59:26 +02:00
1f25cdd6b4 Clarified asserts comments + todo entries. (#2500) 2019-04-17 09:59:03 +02:00
7baf45cffa Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. 2019-04-16 22:02:56 +02:00
742b5f4c68 Merged a bunch of small changes from Docking branch to reduce the difference between branches.
Noticeable: horizontal alignment of CloseButton. Menu fill take account of border. Various stylistic tweaks to accomodate other changes in Docking.
2019-04-16 13:07:43 +02:00
311469e9d6 Internals: Columns: Some renaming, extracted code into GetColumnsID(). 2019-04-16 11:58:54 +02:00
8130fd9816 Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496) 2019-04-15 18:47:36 +02:00
1fe6533192 Examples: Emscripten: Tweaks for size. (#2494) 2019-04-15 17:18:31 +02:00
35cbf9c052 Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010) to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example, which if existing and when switching to recent SDK ends up conflicting and creating warnings. 2019-04-15 15:48:38 +02:00
eeea7da3d0 Examples: Emscripten: Fixed error in shell template. (#2494) 2019-04-15 01:46:34 +02:00
c1848b185c Examples: Emscripten: Switched to WebGL1/ES2, Added Changelog, Updated links, Added ignore list, Fixed warning with older versions. Removed reliance on C++11 (would warn on some compiler). Improved html template, removed undesirable options, reduced log size. Tweaked main.cpp. (#2494) 2019-04-15 01:28:44 +02:00
882d480b5e Examples: Removed unused variable (will be used in docking branch tho, undo when merging!) 2019-04-15 01:01:39 +02:00
622556719e Merge branch 'standalone-emscripten' of https://github.com/nicolasnoble/imgui 2019-04-15 00:36:56 +02:00
a936d0669c Adding standalone Emscripten example. 2019-04-13 22:39:42 +02:00
e805ca29d8 Internals: Moved resize grips and borders to nav layer 1 so that testing system doesn't attempt to scroll to get them inside the InnerRect. 2019-04-13 18:51:32 +02:00
fb2626c21b Tests: Added hook/tweaks for imgui-test engine. + Fixed warnings. 2019-04-13 00:29:27 +02:00
30d81f53cb PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) 2019-04-12 22:16:59 +02:00
ee02cdbf03 Internals, Docs: Added a bunch of clarification about ButtonBehavior in the form of a table (and to facilitate writing tests) 2019-04-12 17:49:40 +02:00
07a70dc972 Internals: Merge minor things from range_select branch. Added ImGuiButtonFlags_NoHoveredOnNav. Added IsItemToggledSelected() - unused here. Renaming. 2019-04-11 15:40:36 +02:00
570d0bbbda Demo: Comments, tweaks, removed some uses of ImColor helpers. 2019-04-11 15:23:54 +02:00
b8fe0df7df Examples: Null: Added Makefile. 2019-04-08 19:16:45 +02:00
1391904fd2 Internals: Selectable: Added ImGuiSelectableFlags_AllowItemOverlap in imgui_internal.h (~ #684, #2341) 2019-04-08 17:59:25 +02:00
b53630813e Internals: Tweak ItemSize calls. Added todo items. 2019-04-08 16:13:51 +02:00
42423d5ea4 Examples: Makefile: Tweaks so they are more consistent with each others. Added -g./opt/local includes for MacPorts on Mac OS X. (#297) 2019-04-07 23:02:07 +02:00
1295205cd4 Examples: Vulkan: Fixed warnings. (#2480) 2019-04-07 22:27:45 +02:00
ccca76fdea Merge branch 'vulkan_fix_master' 2019-04-07 16:22:47 +02:00
302af7b2c9 FAQ tweaks. Add missing entries in imgui.cpp (which until now where only in the README). 2019-04-07 16:22:41 +02:00
c43dab2414 Vulkan: Fix not incrementing semaphore index. (#2472, #2071) 2019-04-07 15:57:07 +02:00
e099a7dc74 Vulkan: Bits. Using IM_ALLOC/IM_FREE instead of new[] / delete[]. 2019-04-05 20:27:46 +02:00
c8fd4afd75 Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. 2019-04-05 20:20:24 +02:00
bd351e9ac5 Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. 2019-04-05 20:20:08 +02:00
6bc47dfe48 Vulkan: Removed superfluous vkInstance parameters being passed along. 2019-04-05 18:24:28 +02:00
452047c7ca Vulkan: Removed requirement for user to pass their own render buffer storage to ImGui_ImplVulkan_RenderDrawData(), this is managed internally. 2019-04-05 18:24:28 +02:00
ec76722d2d Vulkan: Added ImageCount to InitInfo structure (!= MinImageCount) will be needed for viewports. Renamed FramesQueueSize -> ImageCount. (#2472, #2071) 2019-04-05 17:22:24 +02:00
a45840746e Vulkan, Viewports: Fix for resizing viewport windows crashing. (#2472) 2019-04-05 17:04:12 +02:00
0034e65c26 Vulkan: Renaming demo/helper structures. Tidying up examples main.cpp. 2019-04-04 23:40:28 +02:00
4f54a527ab Vulkan: Renaming, we want InitInfo to source MinImageCount which is the "source" value (so viewport creation can use this). Made ImGui_ImplVulkan_DestroyFrameRenderBuffers public. (#2071) 2019-04-04 23:13:31 +02:00
86f5945f49 Vulkan: Storing user info into a single g_VulkanInitInfo structure to simplify code. 2019-04-04 23:13:31 +02:00
66f4be2e13 Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). User is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. Removed ImGui_ImplVulkan_SetFramesQueueSize. (#2461, #2348, #2378, #2097, #2071, #1677) 2019-04-04 22:27:29 +02:00
6bf981c85c Vulkan: More renaming. Comments. 2019-04-04 22:20:01 +02:00
f586764cdd Examples: Vulkan: Merged helpers into ImGui_ImplVulkanH_CreateWindowData. Removed ImGui_ImplVulkan_InvalidateFrameDeviceObjects from API. Comments. (#2071) 2019-04-04 22:12:16 +02:00
54b8a65d9e Examples: Vulkan: Renamed QueuedFramesCount to FramesQueueSize. Moved Framebuffer, Backbuffer to FrameData structure. (#2071) 2019-04-04 22:12:15 +02:00
317859a3da Examples: Vulkan: Updated Changelog, removed debug code, tweaked code, made GLFW/SDL match each others. Initialize FrameDataForRender fields. Added Assertion. Clearing fields on DestroyFrameData(). (#2071) 2019-04-04 22:11:13 +02:00
c7eef99a33 Examples: Vulkan: Fixed tabs->space, removed extraneous braces and empty lines. (#2071) 2019-04-04 22:10:43 +02:00
b88a3b2711 Examples: Vulkan: Added calls to supports runtime changing back buffer count. (#2071) 2019-04-04 22:10:43 +02:00
1c3311e4d6 Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. 2019-04-04 22:09:26 +02:00
fc52364652 Tabs to Spaces, comments. 2019-04-03 17:25:02 +02:00
cdb109f617 Renamed freeglut vcxproj files + Comments, Changelog (#2465) 2019-04-03 16:25:35 +02:00
ece322ff12 freeglut -> glut rename 2019-04-03 07:19:31 -07:00
3fad375f5f ifdef freeglut extensions properly 2019-04-03 07:19:31 -07:00
81f70e5b7c Fixups for OSX 2019-04-03 07:19:31 -07:00
a402f5b9a9 Add makefile for freeglut 2019-04-03 07:19:31 -07:00
5c4cc370bb Examples: Vulkan: Added shader sources/references in the .cpp source. 2019-04-03 11:23:54 +02:00
8dab7ac021 InputText: Made Shift+Tab consistently do nothing regardless of whether the back-end emits both char and keys or just keys. (#2467, #1336) 2019-04-03 11:14:34 +02:00
da035ced97 InputText, Examples/SDL: Emulate \t input if back-end doesn't provide it. (#1336, #2467)
+ Fix some output filename in SDL build batch files.
2019-04-03 11:04:00 +02:00
01e29a3933 InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted if the back-end provided both Key and Character input. (#2467, #1336) 2019-04-03 10:45:51 +02:00
4a57507f75 InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
Not using isprint. + todo items.
2019-04-03 10:40:14 +02:00
e3cd6b1cbb Examples: Vulkan: Using IM_ARRAYSIZE() where possible. 2019-04-02 15:34:16 +02:00
3a737e665a Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). + demo typo 2019-04-02 10:36:35 +02:00
d9568c717d Silencing -Wstack-protector (#2459) 2019-03-31 01:35:03 -07:00
e21bbee311 Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). FreeType: Fixed suggested code to not require an initial build call.. (#2454) 2019-03-29 18:32:57 +01:00
163779da51 Examples: DirectX12: Various tidying up. 2019-03-29 16:23:37 +01:00
512d39d031 Examples: OpenGL3: Minor tweaks, clarifications + not calling glBindBuffer more than necessary in the render loop. 2019-03-29 16:17:30 +01:00
9a0e71a6ec Internals: Renamed the ImGuiWindow HiddenFrameXXX fields to decorrelate them from resizing behavior, as those values are set by other logic. 2019-03-28 15:41:49 +01:00
20188b19d6 Comments (#2441) + Freeglut fixes (#2430) 2019-03-26 12:16:23 +01:00
cf1b02e54e Rearrange code in UpdateMouseWheel(). (#2424, #1463) + Fix old io.FontAllowUserScaling feature (probably should be made obsolete, but until then best fixed) 2019-03-25 19:40:19 +01:00
1963cc59be Implement horizontal scrolling with Shift+Scroll
This is standard scrolling behaviour in most applications.
2019-03-25 19:09:40 +01:00
3d8ea352d1 InputText: Fixed selection background starts rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] 2019-03-25 16:06:30 +01:00
abb7d7b18a InputText: Simplify read-only code path. 2019-03-25 15:50:23 +01:00
d9f6ba3035 IsWindowHovered() made change which should have no effect in master but fix result of IsWindowHovered(ImGuiHoveredFlags_ChildWindows) over multiple viewport in docking branch. (#2432) 2019-03-25 15:39:11 +01:00
a53c57152b Mention Julia binding in README (#2446)
Thank you!
2019-03-23 19:32:19 -07:00
221bf93a55 Comments, todo list, remove trailing spaces. 2019-03-17 00:56:21 +01:00
857381b9ca GetMouseDragDelta(): also returns the delta on the mouse button released frame. Verify that mouse positions are valid otherwise returns zero. Removed obsolete comment. Tweaked demo. (#2419) 2019-03-15 15:03:37 +01:00
ff03ae503b Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) 2019-03-15 13:09:07 +01:00
cf2c52282d Version 1.70 WIP 2019-03-15 13:07:30 +01:00
ebe79bbed0 Demo: Custom rendering: Minor sizing issue fix. 2019-03-13 15:44:23 +01:00
55c02099c5 Version 1.69, comments, typos 2019-03-13 15:29:43 +01:00
a26085ed53 Internals: Fixed Navigation from reaching ImGuiItemFlags_Disabled items (#211) + Examples comments 2019-03-12 22:23:56 +01:00
53e0c13be2 TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to teleport the view when aiming at a tab far away the visible section, and otherwise accelerate the scrolling speed to cap the scrolling time to 0.3 seconds. 2019-03-12 20:57:02 +01:00
99d8425173 TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where the drag payload activate a tab. 2019-03-12 18:56:19 +01:00
cfa8f672f6 Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. (This is particularly useful for the viewport branch because we are not supporting per-viewport frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416) 2019-03-12 18:27:14 +01:00
495065f790 Fixed Clang and PVS warnings. 2019-03-12 12:08:51 +01:00
f254168335 InputText: Fixed c779fbb leading to display of the wrong buffer when resizing a buffer. (#2400, #2006, #1443, #1008). 2019-03-12 11:56:40 +01:00
897badec7a Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). 2019-03-12 11:24:49 +01:00
a92c587c75 Added GetGlyphRangesVietnamese() helper. (#2403) 2019-03-11 22:02:59 +01:00
65c2220049 Internal: Removed unused fields from ImGuiMenuColumns. 2019-03-11 20:14:56 +01:00
6767b0a1b0 Examples: Win32+DirectX: moved helper functions below main. 2019-03-11 16:00:18 +01:00
b5d57a6615 Fix typos. (#2413) 2019-03-09 10:10:17 +01:00
17c567c3a9 Don't use const qualified parameters in declarations.
This fixes warnings from clang-tidy like this:

    parameter 'v_max' is const-qualified in the function declaration;
    const-qualification of parameters only has an effect in function definitions

Since values (rather than references or pointers) don't need to be
const, they don't need to be marked that way in the function declaration.
2019-03-08 18:21:11 +01:00
79bb4ce128 Added ImGuiColorEditFlagsFlags_InputHSV. (#2383, #2384) 2019-03-08 18:16:41 +01:00
8e0e91827f ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never reading the 4th float in the array (value was read and discarded). (#2384) 2019-03-08 18:16:41 +01:00
66936880ba Moved placeholder sections to match Docking branch. Comments. 2019-03-08 18:16:41 +01:00
3b11505481 Fix typos. (#2411) 2019-03-08 17:52:32 +01:00
f717df4eb6 Internal: Columns: Allow to use BeginColumns(1) so code designed for variable number of columns can still call NextColumn etc. (#125) 2019-03-07 18:22:28 +01:00
e9651aaa77 TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with scrolling policy enabled) or if is currently appearing. 2019-03-07 17:45:59 +01:00
1c23981782 Made ImS8 and ImS16 explicitly signed in case some crazy SDK decide to flip the signedness over. (#2408) 2019-03-07 16:10:44 +01:00
8464df1f6e Internals: ColorEdit: Minor optimizations. Initialize internal arrays as static const, avoid unnecessary HSV->RGB conversion. 2019-03-06 19:30:34 +01:00
ea8158acdf Demo: Renamed ShowHelpMarker() -> HelpMarker(). Fixed minor PVS warning. Removed unnecessary casts. 2019-03-06 18:24:07 +01:00
510342f024 Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394) 2019-03-06 18:00:04 +01:00
c779fbb651 InputTextWithHint: Fix for Password fields. Update changelog, demo. (#2400) 2019-03-06 17:33:24 +01:00
ab80ee6453 Added InputTextWithHint() (#2400)
Squashed commit of the following:

commit 1970d84051d3878f8c1354d9c33c795d9c66143f
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 12:20:39 2019 -0500

    Removing sneaky tabulations #2 (why, editor T-T)

    I should update my settings, I guess

commit 219bdfcb7fbd17edf3048cb0edfde2532e4d6ac3
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 12:17:27 2019 -0500

    Removing useless check introduced in b0d172

commit 8afd7a2b459df0eb14eca88d832d2bebd1e684e6
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 11:49:24 2019 -0500

    Removing sneaky tabulations

commit 8e0490863126d63cafc782a6aac8707e44f95653
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 11:45:13 2019 -0500

    Moving InputTextHinted code to InputTextEx

commit b0d1723a2fb02d17ba15b9c1e679dedbbe3c17fd
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 00:23:02 2019 -0500

    C++11 to C++98

commit 9afeae399826015357962607b4aeb0109fde698e
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Mon Mar 4 23:43:28 2019 -0500

    Added InputTextHinted
2019-03-06 17:33:05 +01:00
fe48368cb2 InputText: Moving some code in anticipation of supporting hint display with password. This commit is aimed at having no visible side effect. (#2400) 2019-03-06 15:45:11 +01:00
344140004b Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875)
+ Minor renaming of a local variable in widget code.
2019-03-05 22:09:25 +01:00
26328fc9fe Internal: Tabbing/Focus: Tidying up old code, moved some state to context instead of window. Storing new data will allow us to fix the bug mentioned in #2215 (probably in next commit). 2019-03-05 19:51:27 +01:00
9c45072cb0 Demo: Added flags to InputTextMulttiline() demo. 2019-03-05 19:25:07 +01:00
076be7ec41 MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). 2019-03-05 19:00:19 +01:00
ce4e62649a Internal: Tabbing: Tweaks to FocusableItemRegister and using the standard mechanism to allow/block Tab being interpreting by tabbing instead of InputText() widget. 2019-03-05 18:24:59 +01:00
1ed3c4cf4a Internal: Text: Extracted TextUnformatted into TextEx over which we can freely atter the signature. Clarified current large text behavior of TextUnformatted with explicit ImGuiTextFlags_NoWidthForLargeClippedText flag (always set). 2019-03-05 17:35:45 +01:00
622a27506a Text: Fixed large Text/TextUnformatted call not declaring its size when starting below the lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect some scrolling request functions when called during the opening frame of a window. 2019-03-05 15:23:11 +01:00
ac4842fa17 Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) 2019-03-05 12:03:54 +01:00
f4dd990e38 Comments and Issue Template 2019-03-05 11:03:32 +01:00
94e794f81b Renamed GetOverlayDrawList() to GetForegroundDrawList() for consistency. Kept redirection function (will obsolete). (#2391)
Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
2019-03-04 16:35:50 +01:00
96b13760d4 Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391) 2019-03-04 16:10:51 +01:00
beb3062dc5 Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] 2019-03-03 23:34:28 +01:00
9d1a392d7d Examples: OpenGL: Comments about versions and loaders. (#2393, #2351) 2019-03-03 23:25:51 +01:00
1c67d09c0b ColorPicker: Fix assertion when running in a collapsed window and dragging its title bar (#2389) 2019-03-01 00:06:36 +01:00
1d0b4df3d9 Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). Internal: ImHash functions tweaks. Added InputText() to query status section. 2019-02-28 22:57:22 +01:00
f02705fbaa InputInt, InputScalar: +/- buttons now respects the natural type limits instead of overflowing or underflowing the value. 2019-02-27 18:59:17 +01:00
736d3e2654 DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) 2019-02-27 18:16:03 +01:00
525a53a86b Comments 2019-02-27 17:26:18 +01:00
ac47710db7 Internal: InputText: Tweaks to make PVS static analyzer relax a little with its false positive. 2019-02-27 16:49:55 +01:00
6de09a5e48 Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is anticipation of adding new flags to ColorEdit/ColorPicker functions which would make those ambiguous. (#2384) [@haldean] 2019-02-27 16:45:58 +01:00
8a2f6866a6 add _Show prefix to color flags that control inputs, rename __InputsMask to __ShowMask
This is anticipation of changing __InputsMask to control the format of
input colors, and adding _InputRGB and _InputHSV to change how input
colors are interpreted.
2019-02-27 16:24:15 +01:00
688035b5f4 Added px_render_imgui.h (#1935) 2019-02-27 15:06:11 +01:00
cef77098ab Update README.md 2019-02-27 15:00:41 +01:00
75641926e1 Merge branch 'allegro-touch' of https://github.com/dos1/imgui into dos1-allegro-touch
# Conflicts:
#	examples/imgui_impl_allegro5.cpp
2019-02-27 14:39:41 +01:00
def723b6b6 Plot: Fixed error in 5e3a1de (#2387) 2019-02-27 14:34:11 +01:00
5e3a1de4e6 Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] 2019-02-27 14:25:37 +01:00
cf3cb7cf7e InputText: Fixed various display corruption related to swapping the underlying buffer while a input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text. 2019-02-26 12:50:44 +01:00
b7b82520b4 Internal: InputText: Minor changes (intended to have side-effect but clarify next commit, however there is rarely such a thing as zero side effect in InputText land!) 2019-02-26 12:28:27 +01:00
439f726945 InputText; Disabled rendering selection when inactive (it kinda work but I'm not sure this is desirable especially for single-line input, was not intended to be active). 2019-02-24 23:31:00 +01:00
5d7bd2309b Fixes warning caused by a missing switch/case. (#2382, #2381) 2019-02-24 23:19:36 +01:00
c3ea1748dc Fix -Wconversion warning (#2379)
The warning was caused by implicit conversion from pointer type which
NULL has to non-pointer type, e.g. if ImTextureID is long int
2019-02-24 18:35:52 +01:00
6f80179a1d InputText: Fixed deactivated but-last-active InputText instance holding on displaying the last active version of the text and not reflecting change in the source. Fix/amend 2e9a175. [+test] 2019-02-23 17:04:54 +01:00
6cbf4b8121 Fixed uninitialized variable (leading to asserts in the docking branch). (#2376, #2371) 2019-02-23 17:00:59 +01:00
9558e327d2 Log/Capture: Fixed extraneous leading carriage return. Fixed an issue when empty string on a new line would not emit a carriage return. 2019-02-23 16:22:55 +01:00
cd67d4d3c1 Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one. Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". Minor tidying up the of code. 2019-02-23 16:07:01 +01:00
2cd7de5666 Internal: Log/Capture: Rework to add an internal LogToBuffer() function which is useful for writing automated tests. Clarified logging state by adding an enum. 2019-02-23 15:57:06 +01:00
3eba840053 Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer. (follow and extend on e.g #369, #370) 2019-02-23 14:50:36 +01:00
9da48c16c5 TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) 2019-02-22 12:27:41 +01:00
0f83145aa8 TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
Added ImPool::Contains() helper.
2019-02-22 12:24:27 +01:00
f988618ebe Internal: InputText: Tweaks (including a large indentation change, compare ignoring space) to make next commit more digestible. 2019-02-21 23:06:26 +01:00
be593f2c16 Internal: InputText: refactor the flow to easily decorrelate rendering of selection vs cursor, which would allow us to render selection on inactive items, and generally makes the code clearer. + Some renaming. 2019-02-21 22:56:09 +01:00
332f8f2462 Internal: InputText: Made clipboard copy/cut use its own temporary buffer (like paste) so we can guarantee that TempBuffer if not altered and can be preserved. Renamed TempBufferA to TextA to celebrate this. 2019-02-21 19:55:37 +01:00
81a8730022 Internal: InputText: Renamed is_editable to !is_readonly, Hopefully more explicit. Renamed internal member. Shuffled some code. Added comments, assert (_will_ trigger on !readonly > readonly edge, old bug). 2019-02-21 19:55:36 +01:00
cc3be5d428 InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. 2019-02-21 19:55:36 +01:00
2e9a175057 Internal: InputText: Refactor to clarify access pattern to the InputTextState (we are now accessing via a pointer which can be NULL, shortened its name while we are at it) + added an assert to track an issue that existed already before. 2019-02-21 19:55:36 +01:00
677e64e71e Internal: InputText: Comments. Renamed internal member. Renamed ImGuiStb->ImStb. 2019-02-20 21:34:08 +01:00
79f7778e48 Moved binaries to dearimgui.org/binaries 2019-02-20 15:11:18 +01:00
2068dd509c Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) 2019-02-20 14:31:19 +01:00
782b747a17 InputText: Renamed some local variables to clarify code. Should be a no-op functionality wise. TODO items. 2019-02-20 00:45:45 +01:00
7c51cba74f InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) 2019-02-20 00:20:11 +01:00
257f5d204e Version 1.69 WIP 2019-02-20 00:11:36 +01:00
93b06e6e7c Internal: Changed Scrollbar() signature. Using GetScrollbarID() in InputTextMultiline().
Removed multiple semi-colons (#2368)
2019-02-20 00:08:21 +01:00
91cc32379d Updated binaries (now auto-generated by a script! next step would be to slowly transition all this stuff into a public repo) 2019-02-19 20:27:47 +01:00
d0c98bf880 Examples: VS: Made project paths independant of SolutionDir so they can be built aside from the solution. 2019-02-19 20:13:06 +01:00
77833003ff Fixed unused argument warning when compiling with IM_ASERT() evaluating to an empty macro. 2019-02-19 17:32:14 +01:00
3c15dffc94 Version 1.68 2019-02-19 12:50:46 +01:00
f5bf6e38d2 Font: Fixed assert when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) 2019-02-18 12:11:46 +01:00
db40699990 imgui_freeetype: Updated suggested test code. 2019-02-18 12:08:19 +01:00
d972533d09 Examples: Vulkan: Rewrote scissor processing to match other examples more closely. Removed extraneous +1 of scissor extent height. 2019-02-16 12:33:38 +01:00
dd14adc731 Examples: Vulkan: Support draw_data->FramebufferScale correctly matching a79785c for on Metal/GL2/GL3. (#2306, #1676) 2019-02-16 12:32:44 +01:00
f977871854 ImFont: Minor adjustment to the structure.
Examples: Removed unused variable.
2019-02-15 18:56:08 +01:00
76dbff37cd Selectable: Tweaks for #2347 (demo, changelog, member position) 2019-02-14 20:29:50 +01:00
b277cfffc8 Selectable: add support for specifying text alignment on selectables (#2347)
Adds a style variable to Selectable that allows clients to specify the
text alignment within Selectables, adds a section in the demo to
demonstrate selectable text alignment, and a pair of sliders in the
style editor to change selectable alignment on the fly.

In terms of implementation, this one is extremely simple: Selectable was
already calling an API that supports text alignment, but had hard-coded
it to top-left. This changes that to just pass the style variable
straight through to RenderTextClipped. Backwards-compatibility is
preserved by defaulting the text_align parameter to (0, 0), i.e.,
top-left.

This also fixes a bug with selectable text rendering that caused
right-aligned text in a selectable to be clipped incorrectly, because
the wrong clipping rectangle was being used.
2019-02-14 19:38:57 +01:00
93d1179805 Examples: Extracted gamepad code into ImGui_ImplGlfw_UpdateGamepads(). Renamed matching Win32 function for consistency.
Added more link to nothing's oversample document. Spacing bits.
2019-02-14 19:29:09 +01:00
3c07ec6a61 Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
Causing too many subtle side-effect, e.g. IsNavInputPressed() would return true multiple times in a row.
2019-02-14 17:14:29 +01:00
2206df9e7a Demo: Added Auto-Scroll option in Log/Console. Comments. Removed some ImColor() uses. 2019-02-14 14:08:36 +01:00
8522a4bbea Fixed Clang warning ("multi-line comment"). XCode also also "space between \ and carriage return". Perhaps it would work with 2 spaces? Adding a dot for now.. 2019-02-14 14:08:00 +01:00
0236bc246f Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very small window, as well as reducing visual noise/overlap. (+1 squashed commits)
Internals: Added GetScrollbarID(). (#1185)
2019-02-14 14:07:59 +01:00
57a586b4f1 Font: Moved functions to internal block (not enforced). Made ConfigData pointer const. Added link to stb's notes. 2019-02-13 18:21:21 +01:00
fcdf704dfa Changelog: Added changelog from 1.40 to 1.47 (pasted from the Releases section) + some wrapping. 2019-02-13 14:55:28 +01:00
cbc8e57410 Update README.md - change imgui-sfml link (#2345)
Changed link from https://github.com/EliasD/sfml to https://github.com/eliasdaler/sfml (no redirect + more reliable)
2019-02-13 11:50:14 +01:00
417cf2237f Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls not align the same as a single call, and create mismatch between high-level size calculation and those performed with the lower-level ImDrawList api. (#792) 2019-02-12 22:43:56 +01:00
0640b6e67c Shallow tweaks 2019-02-12 22:15:19 +01:00
cc80d8e118 Examples: Metal: Compilation fix. 2019-02-12 10:30:09 +01:00
169e3981fd Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. 2019-02-11 19:09:54 +01:00
d16dbc5b87 Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] 2019-02-11 18:52:08 +01:00
a79785c0b9 ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming multi-viewport feature to behave on Retina display and with multiple displays. If you are not using a custom binding, please update your render function code ahead of time, and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
Examples: Metal, OpenGL2, OpenGL3: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
2019-02-11 18:52:08 +01:00
ef7940699e Examples: Metal: Removed unnecessary loop. Fixed OSX Clang warning in imstb_truetype. (#1929, #1873) 2019-02-11 17:38:34 +01:00
4b41d3b280 ImFont: Rearranged members toward an optimal CalcTextSize() loop. Removed comments from destructor. Made constructor more explicit. 2019-02-09 15:54:47 +01:00
539f69b950 Updated STB libraries to latest (drift has been reduced with nothings/stb as most of our changes were merged). Using [DEAR IMGUI] markers when changed. 2019-02-08 15:24:59 +01:00
00c637961b Demo: Font selector allow selecting fonts with same debug name. (#2332) 2019-02-08 14:59:09 +01:00
afc36cf802 Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) 2019-02-08 14:34:42 +01:00
1b63ded8fa Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders. 2019-02-07 12:07:53 +01:00
29d38b59d0 ListBox/InputTextMultiline: Better optimized when clipped / non-visible. 2019-02-06 14:46:14 +01:00
62084aac0f DragScalarN, SliderScalarN, InputScalarN: Removed unnecessary string id after the integer PushID() calls. 2019-02-06 14:39:00 +01:00
f366828dd2 Minor tweaks to reduce false positive of PVS Studio static analyzer. 2019-02-06 13:16:52 +01:00
5bdc7d7a6f Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) 2019-02-06 12:32:10 +01:00
e3dd95d335 Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions which are useful to implement variety of undo patterns. (#820, #956, #1875) 2019-02-06 11:52:42 +01:00
c59611a3b3 InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) 2019-02-05 23:38:57 +01:00
97ed97b8ce Plot: Register an ID to take the click the same way as other framed widgets. Set HoveredId in the FramePadding zone (between inner_bb and frame_bb). 2019-02-05 21:17:04 +01:00
cef4e086ba Internals: Selectable: Fixed rendering width miscalculation when starting pos is not line start pos, which would generally be unnoticeable. Could affect group lock X with a smaller SetCursorPos value but that's unlikely to be used. 2019-02-05 21:17:00 +01:00
b8c24aff4c Internals: EndGroup: Removed unnecesary parameter to ItemSize() 2019-02-05 21:16:54 +01:00
521470b3cd Internals: Removed unnecessary code. 2019-02-05 21:16:32 +01:00
5a95c77388 Merge branch 'master' of https://github.com/ocornut/imgui 2019-02-05 13:53:09 +01:00
b980e0077a Tabs: Moved Tab List Popup to left-side to match docking button. Highlight selected tab. (#261, #351) 2019-02-05 13:39:48 +01:00
d38f4dc143 Tabs: Non-docking tab bars are storing names to allow tab list button + whole style scaling. Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. Locking FramePadding for the scope of a tab-bar to avoid sheering/clipping of tab item. Made scaling of tab ellipsis less awkward. (#261, #351) 2019-02-05 13:23:44 +01:00
d93e3c17fc ImGuiTextBuffer: Fix size() to allow using ImGuiTextBuffer with resize(0) patterns. 2019-02-05 13:16:23 +01:00
65c972e9e4 Update README.md 2019-02-05 11:45:19 +01:00
f7c879eb60 RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). + Internals: Checkbox, RadioButton: Single call to ItemSize() for flow layout purpose. 2019-02-04 23:34:32 +01:00
0b05ba18df Internals: DragScalar, SliderScalar: Calling ItemSize before ItemAdd as with every other widgets so we can more easily rearrange the signature of ItemXXX functions (toward allowing non-rounded sizes for scaling and flow layout). 2019-02-04 23:34:27 +01:00
8e44aacc8e Fonts: Fixed crash if FontGlobalScale is zero. Correctly debug naming default font if not 13 px. Demo: Moved PopupRounding along with other rounding values. Metrics: Displaying indexes with idx to be correct / less misleading. 2019-02-04 23:34:20 +01:00
c23a19c26f Internals: Exposed internal SetWindowPos to imgui_internal.h (for imgui-test) 2019-02-03 17:29:51 +01:00
ac6d474103 Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). 2019-02-01 16:37:07 +01:00
5fc6899dc2 Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt] 2019-02-01 15:13:54 +01:00
5cb7040f66 Internals: Tracking dummy select scope id (currently always zero) to facilitate merging of the range_select branch. (#1861) 2019-02-01 12:14:38 +01:00
d5945aa25b Internals: Minor changes to TreeNodeBehavior() and Selectable() for the benefit of fhe range_select branch. (#1861) 2019-02-01 12:14:38 +01:00
0d4a2a2cd0 Internals: Track ActiveIdHasBeenPressed (similar to ActiveIdHasBeenEdited). This is currently mostly for the benefit of the range_select branch. (#1861) 2019-02-01 12:14:37 +01:00
52a9f8bd3e Merged from Docking branch: Various small changes, comments, typos fixes, moved blocks. To reduce overall drift. Should be no-op. 2019-02-01 10:26:08 +01:00
699e945a82 Merged from Docking branch: non-const ImVec2[] operator. 2019-02-01 10:22:46 +01:00
2d363fa315 Fixed doc typo (#2326) 2019-01-31 14:19:15 +01:00
16c0a0217c Updating supporter list. 2019-01-31 13:45:46 +01:00
1fb57c97c6 Internals: InputScalarAsWidgetReplacement: Fixed seemingly unnecessary calling of SetActiveID/SetHoveredID every frame, which in turns allow us to remove the g.ActiveIdAllow/Block settings duplicated. 2019-01-30 15:41:20 +01:00
fb4f1ff7f6 InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) 2019-01-30 15:16:09 +01:00
158995f271 InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] 2019-01-30 13:15:14 +01:00
0a233a505d imgui-test: Added extra item info callbacks. Using nav_bb for interactions when possible. Comments, Demo tweaks. 2019-01-30 12:53:01 +01:00
aacf993ee1 ImStrncpy: Fixed -Wstringop-truncation warning on GCC8 (#2323) 2019-01-30 10:19:40 +01:00
ed240c910b Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] 2019-01-29 14:36:55 +01:00
8a4422b2fa Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308) 2019-01-27 23:54:17 +01:00
13ca2fe845 Silence XCode static analysis false positive (#2309) 2019-01-27 23:30:44 +01:00
8a605354ef Replacing one of the third-party Python bindings. (#2312)
Removing the unmaintained CyImGui (only 7 commits, last one made in 2015) and replacing it with bimpy.
2019-01-27 21:59:48 +01:00
b26ac92a12 Revert "Added PushID(size_t sz) helper (may not be useful/meaningful for non C/C++ languages)."
This reverts commit 20bc06af70.
2019-01-27 16:43:56 +01:00
f56d9b74cc Nav: Removed unnecessary test (always failing). 2019-01-27 16:37:02 +01:00
4e8e177cac Persistently fixing some PVS-Studio static analyzer false positive warnings. 2019-01-27 16:35:48 +01:00
ee3b4f2bf1 Using IM_UNUSED() macro. 2019-01-27 16:23:23 +01:00
c3c2cd1e82 Fix various XCode and PVS-Studio static analyzer warnings (#2309) 2019-01-27 16:18:23 +01:00
20bc06af70 Added PushID(size_t sz) helper (may not be useful/meaningful for non C/C++ languages). 2019-01-27 16:18:23 +01:00
e55678adec Update README.md (changed e-mail address) 2019-01-24 18:31:31 +01:00
a8277ca873 Reoder Python bindings 2019-01-23 20:04:08 +01:00
c362a96a3f When resizing from an edge, the border is more visible and better follow the rounded corners. Border rendering moved to RenderOuterBorders so it can be called in a different order for docking. (#1495, #822) 2019-01-23 19:21:25 +01:00
ab9cd44c89 Examples: DirectX9: Fix Clang warning. 2019-01-22 13:47:15 +01:00
f14f93ef6e Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value. 2019-01-21 16:50:27 +01:00
28901dd104 Internals: Tweaks. Comments about PushID/GetID public function. 2019-01-21 16:50:27 +01:00
f994b8aab8 ImHash: Moved crc32 table out of the function so it can be shared, also avoid cases were compiler tries to makes its initialization thread-safe. 2019-01-21 16:50:27 +01:00
1e4cf67a53 avoid floating point exception when _EM_OVERFLOW is enabled (#2303) 2019-01-21 16:43:07 +01:00
ea7206fd4f Fixed using imgui_freetype.cpp in unity builds. (#2302) 2019-01-21 13:58:29 +01:00
54ba8a643e Removed trailing spaces from text files. (#2038, #2299) 2019-01-20 22:23:29 +01:00
00ffdb9fa9 ImGuiTextBuffer: Added append() function (unformatted). 2019-01-20 22:21:26 +01:00
259f3c78a2 Examples: OpenGL2: Added (yet another) comment/instruction against using opengl2 with modern OpenGL. (#2297) 2019-01-20 18:13:39 +01:00
2c38b32db1 Removed trailing spaces (#2038, #2299) 2019-01-20 17:56:17 +01:00
e837099b67 Update for stb_ files. (#2038) 2019-01-20 17:51:51 +01:00
f94ba546ba Added checks for "zero-as-null-pointer-constant" warnings for older Clang (#2299, followup to #2277) 2019-01-20 17:46:00 +01:00
8a63c72ac4 Fix the year for screenshot gallery part 7 and 8 links (#2298) 2019-01-19 20:45:17 +01:00
fcd61e0c59 Comments about DLL boundaries and using TLS variables for GImGui. (#2292) 2019-01-18 23:04:45 +01:00
92d29531fa Qt links 2019-01-18 11:34:25 +01:00
295ada0364 Examples: Win32: Using wc.lpszClassName instead of duplicating the literal. + tweak README format. 2019-01-17 18:30:15 +01:00
b8020032f9 Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) 2019-01-17 16:55:23 +01:00
bebb07f12d ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093) 2019-01-17 16:48:11 +01:00
872477548b Examples: Win32: Using IsChild() to be compatible with windows created within a parent. (#1951, #2087, #2156, #2232) 2019-01-17 11:45:32 +01:00
14c40242db Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2290) 2019-01-17 11:39:40 +01:00
f2c92808f8 EditorConfig: Further tweaks (#2038) 2019-01-16 22:02:42 +01:00
83810039d1 Add editor config for 4 spaces instead of tab. 2019-01-16 22:00:33 +01:00
8cbb91261e ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
+ Demo tweaks
2019-01-16 17:47:49 +01:00
06aaf23877 Various tweaks and fixes as suggested by PVS Studio (thanks PVS Studio!) 2019-01-16 16:10:51 +01:00
882f1bc135 Examples: DirectX12: Targeting 10.0.14393.0 instead of 10.0.16299.0 (available on AppVeyor, and higher version doesn't seem necessary). 2019-01-16 15:10:31 +01:00
09f1cb642b FreeType: Minor tweaks previous commit (#2285) 2019-01-15 21:50:43 +01:00
daac9c7559 By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree().
ImGuiFreeType::SetAllocatorFunctions() can be used to specify custom allocator.
2019-01-15 21:47:46 +01:00
f435aa193b Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). 2019-01-15 21:19:02 +01:00
133f112af0 Examples: Win32: Using GetForegroundWindow() instead of GetActiveWindow() to be compatible with windows created in a different thread. (#1951, #2087, #2156, #2232) [many people] 2019-01-15 20:27:32 +01:00
95ee99e6aa Version 1.68 WIP 2019-01-15 20:19:05 +01:00
d38d7c6628 TODO update + internals: changed order or ImGuiLayoutType enums to allow using them for indexing. 2019-01-15 15:06:24 +01:00
b8c6e31c2d Fixed cursor issue caused by 6890e08b when calling BeginChild/EndChild multiple times to reappend into a same child window. (#2282) 2019-01-15 15:05:56 +01:00
7a5058e3bf Version 1.67 2019-01-14 17:41:44 +01:00
1da40df279 DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5] 2019-01-14 17:38:19 +01:00
6e41745f31 Added a bunch of diagnostic ignore to cope with Clang -Weverything being absurd. Also fixed two legit warnings. (#2277) 2019-01-13 18:57:46 +01:00
abdd39b700 Merge branch 'atlas_fixes' 2019-01-13 14:19:07 +01:00
7e78865613 Demo: Fixed bounds of DragFloat in Clipping section to avoid passing zero-sized to InvisibleButton(). 2019-01-12 19:48:07 +01:00
49994ceb6e FAQ entry, moved ImTextureId, Gallery links. 2019-01-12 19:48:07 +01:00
8df8482ef4 imgui_freetype: Fixed redundant FT_Load_Glyph() calls, unused parameters, and compilation warning/error. (#2270) 2019-01-12 11:45:58 +01:00
651130002f ImFontAtlas: Fixed allocating for last bit (would only affect is that last codepoint is a multiple of 32). (#2270) 2019-01-11 15:25:43 +01:00
21828b08a0 ImFontAtlas: Rewrote FreeType based builder.
- Fixed abnormally high atlas height. (#618)
- Fixed support for any values of TexGlyphPadding (not just only 1). (#618)
- Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth). (#618)
- Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233, #618)
- Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas. (#618)
2019-01-10 22:30:34 +01:00
9a9712807e ImFontAtlas: Rewrote stb_truetype based builder.
- Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth).
- Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233)
- Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas.
2019-01-10 22:23:05 +01:00
e3ccc96789 Internals: Added ImBoolVector helper. 2019-01-10 16:10:02 +01:00
56caf7da29 imgui_freetype: Minor tweaks and comments. 2019-01-10 16:10:02 +01:00
7ed8e55fc7 ImVector: Added size_in_bytes() helper. 2019-01-10 16:10:02 +01:00
e4c19f5af1 ImFontGlyphRangesBuilder: Using 32-bits fields for storage instead of 8-bit ones, comments, todo. 2019-01-10 16:00:26 +01:00
7ffbcfe467 ImVector: Made reserve() another silly one-liner. It's not longer than other functions and our weird obsessions deserve to be carried with stringent consistence. + Comments 2019-01-10 15:51:09 +01:00
1f6e0b2f98 ImVector: Made a struct. Using T/T* in the code instead of value_type/iterator. Renamed index_from_pointer() to index_from_ptr() (was not documented, added in 1.63, users not supposed to use ImVector, hopefully not a big deal). 2019-01-10 15:51:08 +01:00
81eaa49773 Internals: Added comment index in imgui_internal.h 2019-01-10 15:51:08 +01:00
289569ef27 Update link to Magnum bindings. (#2269)
The various community projects that integrated Dear ImGui into Magnum
were merged together and are now an official part of the engine.
2019-01-10 14:58:59 +01:00
61a99f994e Minot internal tweaks, comments 2019-01-08 23:11:54 +01:00
9ad341902d ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible. 2019-01-08 17:37:22 +01:00
f53cd3ee0f Internals: LowerBound: Use raw pointer typedefs, we never use iterator anywhere else in the codebase.
Demo: Typo.
C98 fix.
2019-01-08 17:37:07 +01:00
57b1622afc Added IMGUI_USE_STB_SPRINTF (undocumented) (#1038) 2019-01-08 15:28:33 +01:00
b33977bc15 Tests: Reworking hook prototypes for imgui-test to be faster and multi-context friendly. 2019-01-07 23:59:05 +01:00
c2db7f63bd Selectable() should have an ID even though they are disabled, to be consistent with other widgets. Not sure of the reasoning ~1.41 which made this turn to 0. 2019-01-07 23:48:50 +01:00
3997e8b555 Fixed animated window titles from being updated when displayed in the CTRL+Tab list. + Adding overkill helpers for reusing buffers. (#787) 2019-01-07 22:46:42 +01:00
1ae7f88495 Tabs: Added ImGuiTabBarFlags_NoTooltip flag. (#261, #351) + added helpful assert 2019-01-07 18:07:09 +01:00
50faccf764 Demo: Log: Comments. Using clipper. Not linking with rand() anymore. 2019-01-07 17:33:02 +01:00
acfa4050ec Tweak changelog + tweak internal render helper functions. 2019-01-07 16:43:55 +01:00
5cb7ce2085 Renamed ImFont::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). 2019-01-06 16:59:51 +01:00
1353c74dcf Comments/formatting on obsolete stuff 2019-01-06 16:37:57 +01:00
c3af134cc8 IO: Renamed InputCharacters[], marked internal as was always intended. AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later. 2019-01-06 16:37:42 +01:00
1705a81efb Moved ImVector higher up in imgui :( because we will need it in ImGuiIO. 2019-01-06 16:29:40 +01:00
8b5f635624 Added alternative Rust bindings 2019-01-06 14:43:43 +01:00
9ba202821f Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary keep the focus on the parent window, which could steal it from newly appearing windows. (#787) 2019-01-04 19:03:56 +01:00
d223d1e951 Added bindings in Readme. Added internal IMGUI_DEBUG_LOG() helper. Comments, missing breaking changes note relative to imgui_impl_xxxx changes, not really part of core but worth adding in the imgui.cpp breaking change section. 2019-01-04 18:01:43 +01:00
4483320f0a Examples: Allegro 5: Properly destroy all globals on shutdown. (#2262) 2019-01-04 13:30:55 +01:00
6777544855 Added sanity check to debug parent/child ordering issues (they would generally manifest with an assert/crash in EndFrame bu tthis assert will catch some earlier). 2019-01-03 21:42:36 +01:00
ca6ac34f9d Natvis: Added Hidden info about ImGuiWindow. 2019-01-03 18:38:41 +01:00
25ac85f15d Examples: Downgrading projects to xcode 9.2 (maybe 8.0) (#2134)
* example_apple_opengl2: The deployment target was set to 10.12 from XCode 9.2.
* imgui_impl_metal: header not found by XCode 9.2.
* example_apple_metal: The deployment target was set to 10.12 from XCode 9.2.
2019-01-03 14:01:14 +01:00
64c66529ae Moving issue/pr template to docs/. Added links in README. 2019-01-03 13:35:53 +01:00
237109caa5 Internals: Extracted code out of EndFrame() into UpdateMouseMovingWindowEndFrame() 2019-01-02 23:08:32 +01:00
b3469fa94b Alternative fix for bug introduced in d845135 (#1651), fix CTRL+Tab and fallback tooltip. 2019-01-02 23:08:32 +01:00
3e30bfd6c9 Revert "Fixes crash/assert bug introduced in d845135 (#1651): would assert when showing the CTRL+Tab list and or fallback "...." tooltip."
This reverts commit 1b0e38df47.
2019-01-02 22:56:17 +01:00
1b0e38df47 Fixes crash/assert bug introduced in d845135 (#1651): would assert when showing the CTRL+Tab list and or fallback "...." tooltip. 2019-01-02 22:14:28 +01:00
d9a4cbc429 Examples: Comments about GLFW/SDL versions 2019-01-02 16:04:13 +01:00
c017a4fb5f Moved guidelines to issue #2261 to Pin and increase visibility for now. 2019-01-02 14:28:49 +01:00
acacd93836 Renamed extra_flags to flags in InputXXX parameters. 2019-01-02 11:08:14 +01:00
c738f9ef92 InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257) 2019-01-02 11:03:56 +01:00
6b97ded438 Happy new year! & comments 2019-01-02 10:57:57 +01:00
e21bc44684 Comments: fixed missing line in the "how a simple rendering function may look like" section (#2258) 2019-01-02 09:57:25 +01:00
d845135273 Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function itself at the call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. Missing calls to End(), pass the assert, should not lead to crashes any more, nor to the fallback/debug window appearing on screen. (#1651). 2018-12-23 18:00:37 +01:00
a9a60a24c1 Tweaked asserts 2018-12-23 17:51:50 +01:00
2889a14f86 Build fix for master. 2018-12-21 16:45:24 +01:00
b1cd52b674 Examples: SDL: Avoid testing for SDL_GetKeyboardFocus() on Android and iOS (like Emscripten). (#421) 2018-12-21 16:41:29 +01:00
d5b22fb635 Examples: Setting up style before bindings, so in complex binding (vulkan/dx12) it isn't miles away from the context creation. 2018-12-20 22:58:34 +01:00
b471813f54 Made it illegal to call Begin("") with an empty string. This somehow accidentally worked before but had various undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches. 2018-12-20 20:01:02 +01:00
39dde66b21 IO: Realigned all fields, very minor comments change. This is nearly a no-op if you don't ignore Spaces. 2018-12-20 11:48:52 +01:00
5691385a33 IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends. (#2004 + for cimgui) 2018-12-20 11:41:24 +01:00
8399fb5071 Changed ImGuiCol_ChildBg to (0,0,0,0) in Dark style instead of (1,1,1,0), to match other styles. Shouldn't have any effect for the end-user. 2018-12-19 15:20:18 +01:00
6890e08bc5 Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected in the parent window, so there is no mismatch between the layout in parent and the position of the child window. Demo tweak and adding some child window stuff 2018-12-19 15:19:31 +01:00
89ac0ea7c1 Various user-facing comments 2018-12-19 11:19:55 +01:00
84d1ce3958 Tidying up README, moved entries to FAQ, updated screenshots, removed comma in title. 2018-12-18 16:17:27 +01:00
ca953f0fee Fix merge issue on master. 2018-12-18 15:11:11 +01:00
ae76a1fda7 Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus the parent window of the popup instead of the newly clicked window. 2018-12-18 15:01:15 +01:00
510ca373a2 Moved setting up NavHideHighlightOneFrame from lower-level ClosePopupToLevel() to CloseCurrentPopup() with an explanation. (Followup on 68d3e139a7) 2018-12-18 14:59:22 +01:00
1a6ec208cc Docs: various updates, rewording, clarifying the purpose of a PR. 2018-12-18 12:02:55 +01:00
65dac02171 Internals: Popups: Renamed CurrentPopupStack to BeginPopupStack which is much less ambiguous. 2018-12-14 18:44:17 +01:00
f6f5c51106 Internals: Popups: EndMenu() calls ClosePopupToLevel(g.CurrentPopupStack.Size) which is more correct. 2018-12-14 18:42:28 +01:00
f1c7596409 Internals: Popup related comments. Renamed the misleading internal ClosePopup() function. Added bool* test to BeginPopupModal in demo. 2018-12-14 18:42:22 +01:00
587506dd57 Tests: Changed prototype of ImGuiTestEngineHook_ItemAdd to match functions called in same spot. Made ButtonBehavior submit fallback item info if ItemAdd() was not called (for resize grips, resize borders, scrollbar, columns, etc.) 2018-12-14 11:27:02 +01:00
8497948ba0 Comments, minor tweaks. 2018-12-13 19:17:36 +01:00
1b263f6ab0 Tabs: Fixed support for drag and drop ImGuiButtonFlags_PressedOnDragDropHold. (#261) incorrectly missing from the merge from Docking branch. 2018-12-11 19:37:22 +01:00
febc3e6aa1 Internals: Windows hidden with HiddenFramesRegular (but NOT HiddenFramesForResize) preserve their SizeContents, so restoring a auto-resize window after it's been hidden by tabs won't reset its size for a frame. Arguable. Let's see how it goes. (Followup to b48e295bddbf965d7382ec5578ed05d2fe601114) 2018-12-11 19:19:12 +01:00
d9a84de9d9 Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed. 2018-12-11 19:08:06 +01:00
ccce47c6a2 Demo: Using Tabs in Style Editor and Simple Layout example. + Adding missing early out in About and Documents examples. 2018-12-11 18:10:43 +01:00
5a6b8e00db BeginTabBar: Fix to push the expected ID into the ID stack (instead of a hash's hash). (#261) 2018-12-11 15:22:10 +01:00
95dcc534ed Demo: Fix collateral damage of 54a60aa 2018-12-11 13:25:16 +01:00
54a60aaa40 Added BETA api for Tab Bar/Tabs widgets. (#261, #351) (merged this feature from the from Docking branch so it can be used earlier as as standalone feature)
- Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
- Added ImGuiTabBarFlags flags for BeginTabBar().
- Added ImGuiTabItemFlags flags for BeginTabItem().
- Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors.
- Demo: Added Layout->Tabs demo code.
- Demo: Added "Documents" example app showcasing possible use for tabs.
2018-12-11 12:36:47 +01:00
cc1283fb78 Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience to avoid using the ### operator. (merged from Docking branch) 2018-12-11 12:20:48 +01:00
15447f5b7b Using named flags instead of 0 + shallow formatting tweaks from other branches. 2018-12-11 12:14:27 +01:00
9476e07d5a Added io.ConfigWindowsMoveFromTitleBarOnly option. Still is ignored by window with no title bars (often popups). This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value which is the same as the title bar height.
2018-12-10 16:05:30 +01:00
59f3c4fc20 Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark. Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-end do. 2018-12-10 15:41:01 +01:00
d20e3ee710 Tests: Adding imgui-test engine hooks (experimental) to provide missing widget state to the testing system. 2018-12-10 14:30:41 +01:00
125e62491e Internals: Nav: Added ImGuiNavLayer_ to clarify semantic of previously integer NavLayer values, and not pretend that increment/decrement operators on them super flexible. + Storage tweaks. 2018-12-04 14:34:49 +01:00
b58bd5b311 Version 1.67 WIP + todo notes 2018-12-04 13:49:29 +01:00
fb6ef8b1db Comments, tweak 2018-12-03 23:50:59 +01:00
eb311abc92 Fixed IMGUI_API tag on ImFontAtlas::IsBuilt() preventing to build as DLL on some setups. (#2226) 2018-12-03 17:49:38 +01:00
8d58055a54 Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration. 2018-12-03 17:47:10 +01:00
10e13dd6bb Version 1.67 WIP (again, this time IMGUI_VERSION_NUM has leeway for another hot-fix). 2018-12-03 12:19:23 +01:00
801645d350 Version 1.66b (will revisit how to change IMGUI_VERSION_NUM across versions, this commit reduces the numerical IMGUI_VERSION_NUM compared to the commit on Nov 22). 2018-12-03 10:17:17 +01:00
84238240d6 Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. 2018-11-30 23:47:23 +01:00
48f6fdb349 Fixed typo. 2018-11-30 18:30:21 +01:00
7658035e5a About, IO: Added io.BackendPlatformName, io.BackendRendererName for informational/QA purpose. 2018-11-30 18:30:21 +01:00
3849def253 Added ShowAboutWindow(), About Window now showing various config/build information. 2018-11-30 18:30:21 +01:00
3335e6688f Include <alloca.h> also on macOS (and osxcross) (#2218) 2018-11-30 16:57:09 +01:00
b2e7a3806a Examples: Allegro5: Add touchscreen support 2018-11-30 16:54:30 +01:00
1bfcf8f339 Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file. 2018-11-30 16:42:32 +01:00
baf67d393f When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) 2018-11-29 23:25:29 +01:00
4a94b251fd Comments 2018-11-29 22:00:17 +01:00
4105cc7e97 Added ImGuiConfigFlags_None, ImGuiBackendFlags_None for good measure. 2018-11-27 19:46:14 +01:00
1fa2cb8748 imgui.h: Comments 2018-11-27 14:10:40 +01:00
ce07d55d1b imgui.h: Moved ImGuiListClipper 2018-11-27 14:01:07 +01:00
8495c931c0 mgui.h: Moved ImGuiInputTextCallbackData,, ImGuiSizeCallbackData, ImGuiPayload structures so they are not in the "Helpers" section. 2018-11-27 14:01:07 +01:00
35d648341b Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187) 2018-11-23 18:12:37 +01:00
0c4dee083c Internals: Added ImPool helper data structure (used by testing system, and already in docking branch) 2018-11-22 18:59:57 +01:00
d27ffefbd4 Version 1.67 WIP 2018-11-22 18:59:57 +01:00
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
140 changed files with 30524 additions and 15242 deletions

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# See http://editorconfig.org to read about the EditorConfig format.
# - Automatically supported by VS2017+ and most common IDE or text editors.
# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# top-most EditorConfig file
root = true
# Default settings:
# Use 4 spaces as indentation
[*]
indent_style = space
indent_size = 4
insert_final_newline = true
trim_trailing_whitespace = true
[imstb_*]
indent_size = 3
trim_trailing_whitespace = false
[Makefile]
indent_style = tab
indent_size = 4

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* text=auto
*.c text
*.cpp text
*.h text
*.m text
*.mm text
*.md text
*.txt text
*.html text
*.bat text
*.frag text
*.vert text
*.mkb text
*.icf text
*.sln text eol=crlf
*.vcxproj text eol=crlf
*.vcxproj.filters text eol=crlf
*.natvis text eol=crlf
Makefile text eol=lf
*.sh text eol=lf
*.pbxproj text eol=lf
*.storyboard text eol=lf
*.plist text eol=lf
*.png binary
*.ttf binary
*.lib binary

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## How to create an Issue
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!
**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:**
- Please read the FAQ in imgui.cpp.
- Please read misc/fonts/README.txt if your question relates to fonts or text.
- Please run ImGui::ShowDemoWindow() to explore the demo and its sources.
- Please use the Search function of GitHub to look for similar issues. You may also browse issues by tags.
- Please use the Search function of your IDE to search in the code for comments related to your situation.
- If you get a assert, use a debugger to locate the line triggering it and read the comments around the assert.
**Guidelines to report an issue or ask a question:**
- Please provide your imgui version number.
- Please state if you have made substantial modifications to your copy of imgui.
- Try to be explicit with your expectations and what you have tried. What you have in mind or in your code is not obvious to other people.
- 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.
- 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.).
**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. Please stop.
- 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 what information are useful in a given context.
## 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.).
- 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).
- 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).
Thank you for reading!

1
.github/FUNDING.yml vendored Normal file
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@ -0,0 +1 @@
custom: ['https://github.com/ocornut/imgui/wiki/Sponsors']

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@ -1,33 +1,46 @@
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
(Click "Preview" above ^ to turn URL into clickable links)
Otherwise, you may use this Issue Tracker to ask for help and submit bug reports, feature requests or suggestions. PLEASE CAREFULLY READ THIS DOCUMENT before submitting any issue:
https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md
(Click "Preview" to turn the URL above into a clickable link)
1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
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.
2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
(Delete everything above this section before submitting your issue.)
3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you!
----
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
**Version/Branch of Dear ImGui:**
XXX
Version: XXX
Branch: XXX _(master/viewport/docking/etc.)_
**Back-end file/Renderer/OS:** _(or specify if you are using a custom engine back-end)_
**Back-end/Renderer/Compiler/OS**
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp
OS: XXX
Compiler: XXX _(if the question is related to building)_
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
Compiler: XXX _(if the question is related to building or platform specific features)_
Operating System: XXX
**My Issue/Question:** _(please provide context)_
**My Issue/Question:**
**Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
XXX _(please provide as much context as possible)_
**Screenshots/Video**
XXX _(you can drag files here)_
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
```
// Here's some code anyone can copy and paste to reproduce your issue
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```
**Screenshots/Video** _(you can drag files here)_

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@ -1,8 +1,6 @@
- Please read https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md
- When 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.
- Make sure your code follows the coding style already used in imgui (4 spaces instead of tabs, "type* name", "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.
(Click "Preview" to turn any http URL into a clickable link)
(Clear this form before submitting your PR)
PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
(Clear this template before submitting your PR)

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.github/workflows/build.yml vendored Normal file
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name: build
on:
push: {}
pull_request: {}
schedule:
- cron: '0 9 * * *'
jobs:
Windows:
runs-on: windows-2019
env:
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
# Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory.
SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\
VULKAN_SDK: ..\..\vulkan-sdk-1.1.121.2\
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
shell: powershell
run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
- name: Fix Projects
shell: powershell
run: |
# WARNING: This will need updating if toolset/sdk change in project files!
gci -recurse -filter "*.vcxproj" | ForEach-Object {
# Fix SDK and toolset for most samples.
(Get-Content $_.FullName) -Replace "<PlatformToolset>v110</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
# Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
(Get-Content $_.FullName) -Replace "<PlatformToolset>v140</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
}
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
- name: Build example_null (extra warnings, mingw 64-bit)
run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, msvc 64-bit)
shell: cmd
run: |
cd examples\example_null
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4
- name: Build example_null (single file build)
shell: bash
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
shell: bash
run: |
echo '#define IMGUI_DISABLE_WIN32_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
- name: Build example_null (as DLL)
shell: cmd
run: |
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64
echo '#ifdef _EXPORT' > example_single_file.cpp
echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp
echo '#else' >> example_single_file.cpp
echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp
echo '#endif' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
- name: Build Win32 example_glfw_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_glfw_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_glfw_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_sdl_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_sdl_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_sdl_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_sdl_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_win32_directx9
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_win32_directx10
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_glfw_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_glfw_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_glfw_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_sdl_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_sdl_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_sdl_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_win32_directx9
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_win32_directx10
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_win32_directx12
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev
- name: Build example_null (extra warnings, gcc 32-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m32 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, gcc 64-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, clang 32-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m32 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, clang 64-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (freetype)
run: |
make -C examples/example_null clean
make -C examples/example_null WITH_FREETYPE=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with ImWchar32)
run: |
echo '#define IMGUI_USE_WCHAR32' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with large ImDrawIdx)
run: |
echo '#define ImDrawIdx unsigned int' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
run: |
echo '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_METRICS_WINDOW)
run: |
echo '#define IMGUI_DISABLE_DEMO_WINDOWS' > example_single_file.cpp
echo '#define IMGUI_DISABLE_METRICS_WINDOW' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
run: |
echo '#define IMGUI_DISABLE_FILE_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
run: |
echo '#define IMGUI_USE_BGRA_PACKED_COLOR' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
run: |
echo 'struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };' > example_single_file.cpp
echo 'struct MyVec4 { float x; float y; float z; float w;' >> example_single_file.cpp
echo 'MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };' >> example_single_file.cpp
echo '#define IM_VEC2_CLASS_EXTRA \' >> example_single_file.cpp
echo ' ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \' >> example_single_file.cpp
echo ' operator MyVec2() const { return MyVec2(x, y); }' >> example_single_file.cpp
echo '#define IM_VEC4_CLASS_EXTRA \' >> example_single_file.cpp
echo ' ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \' >> example_single_file.cpp
echo ' operator MyVec4() const { return MyVec4(x, y, z, w); }' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#define IMGUI_DISABLE_DEMO_WINDOWS' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'schedule'
- name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule'
- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
MacOS:
runs-on: macOS-latest
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
run: |
brew install glfw3
brew install sdl2
- name: Build example_null (extra warnings, clang 64-bit)
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'schedule'
- name: Build example_glfw_metal
run: make -C examples/example_glfw_metal
- name: Build example_sdl_metal
run: make -C examples/example_sdl_metal
- name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule'
- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
- name: Build example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
- name: Build example_apple_opengl2
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
iOS:
runs-on: macOS-latest
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Build example_apple_metal
run: |
# Code signing is required, but we disable it because it is irrelevant for CI builds.
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
run: |
wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
tar -xvf master.tar.gz
emsdk-master/emsdk update
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
- name: Build example_emscripten
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_emscripten
Discord-CI:
runs-on: ubuntu-18.04
if: always()
needs: [Windows, Linux, MacOS, iOS, Emscripten]
steps:
- uses: dearimgui/github_discord_notifier@latest
with:
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
github-token: ${{ github.token }}
action-task: discord-jobs
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
discord-username: GitHub Actions
discord-job-new-failure-message: ''
discord-job-fixed-failure-message: ''
discord-job-new-failure-embed: |
{
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke [{{ job.name }}]({{ job.url }}) build job.\nFailing steps: {{ failing_steps }}",
"url": "{{ job.url }}",
"color": "0xFF0000",
"timestamp": "{{ run.updated_at }}"
}
discord-job-fixed-failure-embed: |
{
"title": "`{{ github.branch }}` branch is no longer failing!",
"description": "Build failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
"color": "0x00FF00",
"url": "{{ github.context.payload.head_commit.url }}",
"timestamp": "{{ run.completed_at }}"
}

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name: static-analysis
on:
push: {}
pull_request: {}
schedule:
- cron: '0 9 * * *'
jobs:
PVS-Studio:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
env:
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then
echo "$PVS_STUDIO_LICENSE" > pvs-studio.lic
wget -q https://files.viva64.com/etc/pubkey.txt
sudo apt-key add pubkey.txt
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
sudo apt-get update
sudo apt-get install -y pvs-studio
fi
- name: PVS-Studio static analysis
run: |
if [[ ! -f pvs-studio.lic ]];
then
echo "PVS Studio license is missing. No analysis will be performed."
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
exit 0
fi
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log
Discord-CI:
runs-on: ubuntu-18.04
needs: [PVS-Studio]
if: always()
steps:
- uses: dearimgui/github_discord_notifier@latest
with:
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
github-token: ${{ github.token }}
action-task: discord-jobs
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
discord-username: GitHub Actions
discord-job-new-failure-message: ''
discord-job-fixed-failure-message: ''
discord-job-new-failure-embed: |
{
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke static analysis [{{ job.name }}]({{ job.url }}) job.\nFailing steps: {{ failing_steps }}",
"url": "{{ job.url }}",
"color": "0xFF0000",
"timestamp": "{{ run.updated_at }}"
}
discord-job-fixed-failure-embed: |
{
"title": "`{{ github.branch }}` branch is no longer failing!",
"description": "Static analysis failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
"color": "0x00FF00",
"url": "{{ github.context.payload.head_commit.url }}",
"timestamp": "{{ run.completed_at }}"
}

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## OSX artifacts
.DS_Store
## Dear ImGui artifacts
imgui.ini
## General build artifacts
*.o
*.obj
*.exe
examples/build/*
examples/*/Debug/*
examples/*/Release/*
examples/*/x64/*
## Visual Studio artifacts
.vs
ipch
*.opensdf
*.log
*.pdb
*.ilk
*.user
*.sdf
*.suo
*.VC.db
*.VC.VC.opendb
## Xcode artifacts
project.xcworkspace
xcuserdata
## Emscripten artifacts
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_emscripten/example_emscripten.*
## JetBrains IDE artifacts
.idea
cmake-build-*
## Unix executables from our example Makefiles
examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null
examples/example_sdl_opengl2/example_sdl_opengl2
examples/example_sdl_opengl3/example_sdl_opengl3

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@ -1,34 +0,0 @@
language: cpp
sudo: required
dist: trusty
os:
- linux
- osx
compiler:
- gcc
- clang
before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then
sudo apt-get update -qq;
sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
unzip glfw-3.2.1.zip && cd glfw-3.2.1;
cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
sudo make -j $CPU_NUM install && cd ..;
fi
- if [ $TRAVIS_OS_NAME == osx ]; then
brew update;
brew install glfw3;
brew install sdl2;
fi
script:
- make -C examples/example_glfw_opengl2
- make -C examples/example_glfw_opengl3
- 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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@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2018 Omar Cornut
Copyright (c) 2014-2020 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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# FAQ (Frequenty Asked Questions)
You may link to this document using short form:
https://www.dearimgui.org/faq
or its real address:
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
or view this file with any Markdown viewer.
## Index
| **Q&A: Basics** |
:---------------------------------------------------------- |
| [Where is the documentation?](#q-where-is-the-documentation) |
| [What is this library called?](#q-what-is-this-library-called) |
| [Which version should I get?](#q-which-version-should-i-get) |
| **Q&A: Integration** |
| **[How to get started?](#q-how-to-get-started)** |
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
| [I integrated Dear ImGui in my engine and little squares are showing instead of text..](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[Why is my widget not reacting when I click on it?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
| **Q&A: Fonts, Text** |
| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) |
| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
| **Q&A: Concerns** |
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
| **Q&A: Community** |
| [How can I help?](#q-how-can-i-help) |
# Q&A: Basics
### Q: Where is the documentation?
**This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.**
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
- The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links.
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
- The [Issues](https://github.com/ocornut/imgui/issues) section can be searched for past questions and issues.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
##### [Return to Index](#index)
---
### Q. What is this library called?
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
##### [Return to Index](#index)
---
### Q: 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.
You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/issues/2109)
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542)
Many projects are using this branch and it is kept in sync with master regularly.
You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) branch which includes:
- [Table features](https://github.com/ocornut/imgui/issues/2957)
##### [Return to Index](#index)
----
# Q&A: Integration
### Q: How to get started?
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
Read [examples/README.txt](https://github.com/ocornut/imgui/tree/master/examples/README.txt).
##### [Return to Index](#index)
---
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
- When `io.WantCaptureMouse` is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
- When `io.WantCaptureKeyboard` is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
- When `io.WantTextInput` is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
##### [Return to Index](#index)
---
### Q: How can I enable keyboard or gamepad controls?
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting back-end).
- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads).
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
##### [Return to Index](#index)
---
### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy)
This is the preferred solution for developer productivity.
In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple
and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate 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.
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
This usually means that: your font texture wasn't uploaded into GPU, or your shader or other rendering state are not reading from the right texture (e.g. texture wasn't bound).
If this happens using the standard back-ends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
You are probably mishandling the clipping rectangles in your render function.
Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
Rectangles provided by Dear ImGui are defined as
`(x1=left,y1=top,x2=right,y2=bottom)`
and **NOT** as
`(x1,y1,width,height)`
Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
##### [Return to Index](#index)
---
# Q&A: Usage
### Q: Why is my widget not reacting when I click on it?
### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
A primer on labels and the ID Stack...
Dear ImGui internally need to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
- Unique ID are often derived from a string label and at minimum scoped within their host window:
```c
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
End();
```
- Other elements such as tree nodes, etc. also pushes to the ID stack:
```c
Begin("MyWindow");
if (TreeNode("MyTreeNode"))
{
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK")
TreePop();
}
End();
```
- Two items labeled "OK" in different windows or different tree locations won't collide:
```
Begin("MyFirstWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
```
We used "..." above to signify whatever was already pushed to the ID stack previously:
- If you have a same ID twice in the same location, you'll have a conflict:
```c
Button("OK");
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
```
Fear not! this is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context:
When passing a label you can optionally specify extra ID information within string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created:
```c
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
End();
```
- If you want to completely hide the label, but still need an ID:
```c
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
```c
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even if the label looks different
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
```
- Solving ID conflict in a more general manner:
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack we store the seed used for items at this level of the ID stack.
```c
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
```
- You can stack multiple prefixes into the ID stack:
```c
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
```
- Tree nodes implicitly creates a scope for you by calling PushID().
```c
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
```
When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices or pointers as ID.
- e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
##### [Return to Index](#index)
---
### Q: How can I display an image? What is ImTextureID, how does it work?
Short explanation:
- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```
OpenGL:
- ImTextureID = GLuint
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
```
```
DirectX9:
- ImTextureID = LPDIRECT3DTEXTURE9
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
```
```
DirectX11:
- ImTextureID = ID3D11ShaderResourceView*
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
```
```
DirectX12:
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
```
For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example bindings is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
User code may do:
```cpp
// Cast our texture type to ImTextureID / void*
MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
```
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
```cpp
// Cast ImTextureID / void* stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)pcmd->TextureId;
MyEngineBindTexture2D(texture);
```
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
Examples:
```cpp
GLuint my_tex = XXX;
void* my_void_ptr;
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
ID3D11ShaderResourceView* my_dx11_srv = XXX;
void* my_void_ptr;
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
```
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
##### [Return to Index](#index)
---
### Q: How can I use my own math types instead of ImVec2/ImVec4?
You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions.
This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
##### [Return to Index](#index)
---
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
- Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
Prefer using them over the old and awkward `Combo()/ListBox()` api.
- Generally for most high-level types you should be able to access the underlying data type.
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
Please bear in mind that using `std::string` on applications with large amount of UI may incur unsatisfactory performances.
Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
are not configurable and not the same across implementations.
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
provide similar or better string helpers.
##### [Return to Index](#index)
---
### Q: How can I display custom shapes? (using low-level ImDrawList API)
- You can use the low-level `ImDrawList` api to render shapes within a window.
```
ImGui::Begin("My shapes");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Get the current ImGui cursor position
ImVec2 p = ImGui::GetCursorScreenPos();
// Draw a red circle
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16);
// Draw a 3 pixel thick yellow line
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
// Advance the ImGui cursor to claim space in the window (otherwise the window will appears small and needs to be resized)
ImGui::Dummy(ImVec2(200, 200));
ImGui::End();
```
![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png)
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data.
##### [Return to Index](#index)
---
# Q&A: Fonts, Text
### Q: How should I handle DPI in my application?
The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
Your application may want to detect DPI change and reload the font and reset style being frames.
Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scale). The current way to handle this on the application side is:
- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
- In the hook: swap atlas, swap style with correctly sized one, remap the current font from one atlas to the other (may need to maintain a remapping table of your fonts at variying DPI scale).
This approach is relatively easy and functional but come with two issues:
- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides.
Please note that if you are not using multi-viewports with multi-monitors using different DPI scale, you can ignore all of this and use the simpler technique recommended at the top.
### Q: How can I load a different font than the default?
Use the font atlas to load the TTF/OTF file you want:
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
```
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
backslash \ within a string literal, you need to write it double backslash "\\":
```cpp
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
```
##### [Return to Index](#index)
---
### Q: How can I easily use icons in my application?
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings.
You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment.
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.)
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See docs/FONTS.md about using the AddCustomRectFontGlyph API.
##### [Return to Index](#index)
---
### Q: How can I load multiple fonts?
Use the font atlas to pack them into a single texture:
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file and the code in ImFontAtlas for more details.)
```cpp
ImGuiIO& io = ImGui::GetIO();
ImFont* font0 = io.Fonts->AddFontDefault();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
// the first loaded font gets used by default
// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
// Options
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
// Combine multiple fonts into one (e.g. for icon fonts)
static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
```
##### [Return to Index](#index)
---
### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
When loading a font, pass custom Unicode ranges to specify the glyphs to load.
```cpp
// Add default Japanese ranges
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
```
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index)
---
# Q&A: Concerns
### Q: Who uses Dear ImGui?
You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Gallery](https://github.com/ocornut/imgui/issues/3488)
##### [Return to Index](#index)
---
### Q: 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.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
##### [Return to Index](#index)
---
### Q: Can you reskin the look of Dear ImGui?
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
##### [Return to Index](#index)
---
### Q: 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.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
##### [Return to Index](#index)
---
# Q&A: Community
### Q: How can I help?
- Businesses: please reach out to `contact AT dearimgui.org` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)

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## Dear ImGui: Using Fonts
(You may browse this document at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer.)
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
You may also load external .TTF/.OTF files.
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
**Read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
**Use the Discord server**: http://discord.dearimgui.org and not the GitHub issue tracker for basic font loading questions.
## Index
- [Readme First](#readme-first)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#font-loading-instructions)
- [Using Icons](#using-icons)
- [Using FreeType Rasterizer](#using-freetype-rasterizer)
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
- [About filenames](#about-filenames)
- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
- [Font Links](#font-links)
---------------------------------------
## Readme First
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
- You can use the style editor `ImGui::ShowStyleEditor()` in the "Fonts" section to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
![imgui_capture_0008](https://user-images.githubusercontent.com/8225057/84162822-1a731f00-aa71-11ea-9b6b-89c2332aa161.png)
- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
```cpp
u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
```
##### [Return to Index](#index)
## How should I handle DPI in my application?
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
##### [Return to Index](#index)
## Font Loading Instructions
**Load default font:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
```
**Load .TTF/.OTF file with:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
```
If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
**Load multiple fonts:**
```cpp
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
// Select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
ImGui::Text("Hello with another font");
ImGui::PopFont();
```
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
```cpp
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
```
**Combine multiple fonts into one:**
```cpp
// Load a first font
ImFont* font = io.Fonts->AddFontDefault();
// Add character ranges and merge into the previous font
// The ranges array is not copied by the AddFont* functions and is used lazily
// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); // Merge into first font
io.Fonts->Build();
```
**Add a fourth parameter to bake specific font ranges only:**
```cpp
// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
// Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
```
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
**Example loading and using a Japanese font:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
```
```cpp
ImGui::Text(u8"こんにちは!テスト %d", 123);
if (ImGui::Button(u8"ロード"))
{
// do stuff
}
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
**Font Atlas too large?**
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
- In particular, using a large range such as `GetGlyphRangesChineseSimplifiedCommon()` is not recommended unless you set `OversampleH`/`OversampleV` to 1 and use a small font size.
- Mind the fact that some graphics drivers have texture size limitation.
- If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
1. Reduce glyphs ranges by calculating them from source localization data.
You can use the `ImFontGlyphRangesBuilder` for this purpose, this will be the biggest win!
2. You may reduce oversampling, e.g. `font_config.OversampleH = font_config.OversampleV = 1`, this will largely reduce your texture size.
3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
##### [Return to Index](#index)
## Using Icons
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders.
So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
Example Setup:
```cpp
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
```
Example Usage:
```cpp
// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
```
See Links below for other icons fonts and related tools.
Here's an application using icons ("Avoyd", https://www.avoyd.com):
![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg)
##### [Return to Index](#index)
## Using FreeType Rasterizer
- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
- FreeType supports auto-hinting which tends to improve the readability of small fonts.
- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
- Correct sRGB space blending will have an important effect on your font rendering quality.
##### [Return to Index](#index)
## Using Custom Glyph Ranges
You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
```cpp
ImVector<ImWchar> ranges;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
```
##### [Return to Index](#index)
## Using Custom Colorful Icons
**(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)**
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale).
#### Pseudo-code:
```cpp
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
ImFont* font = io.Fonts->AddFontDefault();
int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
// Build atlas
io.Fonts->Build();
// Retrieve texture in RGBA format
unsigned char* tex_pixels = NULL;
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
{
int rect_id = rects_ids[rect_n];
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
{
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++)
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
for (int x = rect->Width; x > 0; x--)
*p++ = IM_COL32(255, 0, 0, 255);
}
}
}
```
##### [Return to Index](#index)
## Using Font Data Embedded In Source Code
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instruction on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
Then load the font with:
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
```
or
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
```
##### [Return to Index](#index)
## About filenames
**Please note that many new C/C++ users have issues their files _because the filename they provide is wrong_.**
Two things to watch for:
- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
```cpp
// Relative filename depends on your Working Directory when running your program!
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
// Load from the parent folder of your Working Directory
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
```
- In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
```cpp
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
```
In some situations, you may also use `/` path separator under Windows.
##### [Return to Index](#index)
## Credits/Licenses For Fonts Included In Repository
Some fonts files are available in the `misc/fonts/` folder:
```
Roboto-Medium.ttf
Apache License 2.0
by Christian Robetson
https://fonts.google.com/specimen/Roboto
Cousine-Regular.ttf
by Steve Matteson
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
https://fonts.google.com/specimen/Cousine
DroidSans.ttf
Copyright (c) Steve Matteson
Apache License, version 2.0
https://www.fontsquirrel.com/fonts/droid-sans
ProggyClean.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 13.0, GlyphOffset.y = +1
http://www.proggyfonts.net/
ProggyTiny.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 10.0, GlyphOffset.y = +1
http://www.proggyfonts.net/
Karla-Regular.ttf
Copyright (c) 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1
```
##### [Return to Index](#index)
## Font Links
#### ICON FONTS
- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders
- FontAwesome https://fortawesome.github.io/Font-Awesome
- OpenFontIcons https://github.com/traverseda/OpenFontIcons
- Google Icon Fonts https://design.google.com/icons/
- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font
- IcoMoon - Custom Icon font builder https://icomoon.io/app
#### REGULAR FONTS
- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/
- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans
- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
#### MONOSPACE FONTS
Pixel Perfect:
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
Regular:
- Google Noto Mono Fonts https://www.google.com/get/noto/
- Typefaces for source code beautification https://github.com/chrissimpkins/codeface
- Programmation fonts http://s9w.github.io/font_compare/
- Inconsolata http://www.levien.com/type/myfonts/inconsolata.html
- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro
- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
##### [Return to Index](#index)

View File

@ -1,53 +1,53 @@
dear imgui,
Dear 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)
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis)
_(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)._
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
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)
Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
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 self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_widgets.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- stb_rect_pack.h
- stb_textedit.h
- stb_truetype.h
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
| [Usage](#usage) - [How it works](#how-it-works) - [Releases](#releases) - [Demo](#demo) - [Integration](#integration) |
:----------------------------------------------------------: |
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### Usage
Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.).
**No specific build process is required**. You can add the .cpp files to your existing project.
You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.
**Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
Code:
```cpp
ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save"))
{
// do stuff
}
MySaveFunction();
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png)
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
<br>![sample code output (dark)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0001.png) ![sample code output (light)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0002.png)
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px)_
Code:
```cpp
@ -71,7 +71,7 @@ ImGui::ColorEdit4("Color", my_color);
// Plot some values
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
// Display contents in a scrolling region
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
ImGui::BeginChild("Scrolling");
@ -83,256 +83,147 @@ ImGui::End();
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif)
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
### How it works
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 Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes 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._
Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
### Releases
Demo Binaries
-------------
See [Releases](https://github.com/ocornut/imgui/releases) page.
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)
### Demo
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()`.
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
Bindings
--------
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
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!
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20200918.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20200918.zip) (Windows, 1.78 WIP, built 2020/09/18, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
_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!_
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)).
Languages: (third-party bindings)
- C: [cimgui](https://github.com/Extrawurst/cimgui) or [sonoro1234's cimgui](https://github.com/sonoro1234/cimgui) (more recent update), also see [#1879](https://github.com/ocornut/imgui/issues/1879)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
- Go: [go-imgui](https://github.com/Armored-Dragon/go-imgui)
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
- Java: [jimgui](https://github.com/ice1000/jimgui)
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
- Lua: [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)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
### Integration
Frameworks:
- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Platform: GLFW, SDL, Win32, OSX, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, 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: Android: [#421](https://github.com/ocornut/imgui/pull/421)
- Unmerged PR: ORX: [#1843](https://github.com/ocornut/imgui/pull/1843)
- 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)
- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
- 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)
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
- 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)
- 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)
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so.
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.
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
Roadmap
-------
Some of the goals for 2018 are:
- 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))
- 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 the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
Officially maintained bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal.
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
- Frameworks: Emscripten, Allegro5, Marmalade.
Gallery
-------
User screenshots:
<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 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 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 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.
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, nCine, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
Various tools
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Upcoming Changes
Some of the goals for 2020 are:
- Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
- Work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957), in public [tables](https://github.com/ocornut/imgui/tree/tables) branch looking for feedback)
- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
Custom engine
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
Custom engine
[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/v160-misc-classic.png)
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png)
[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
### Support, Frequently Asked Questions (FAQ)
Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
Code:
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
```
```cpp
ImGui::Text(u8"こんにちは!テスト %d", 123);
if (ImGui::Button(u8"ロード"))
{
// do stuff
}
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
References
----------
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
- [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/).
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
See the [Wiki](https://github.com/ocornut/imgui/wiki) and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org).
Support Forums
--------------
Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
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/c/getting-started.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues.
**Which version should I get?**
Frequently Asked Question (FAQ)
-------------------------------
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
<b>Where is the documentation?</b>
Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
- 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.
- 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.
**Who uses Dear ImGui?**
<b>Which version should I get?</b>
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
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.
How to help
-----------
<b>Who uses Dear ImGui?</b>
**How can I help?**
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!
- You may participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project (please reach by e-mail)
<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
**How can I help financing further development of Dear 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.
See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b>
<br><b>How can I display an image? What is ImTextureID, how does it works?</b>
<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><b>How can I use my own math types instead of ImVec2/ImVec4?</b>
<br><b>How can I load a different font than the default?</b>
<br><b>How can I easily use icons in my application?</b>
<br><b>How can I load multiple fonts?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I help?</b>
Sponsors
--------
See the FAQ in imgui.cpp for answers.
Ongoing Dear ImGui development is financially supported by users and private sponsors, recently:
<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
*Platinum-chocolate sponsors*
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
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`).
*Double-chocolate and Salty caramel sponsors*
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).
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.
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
<b>Can you create elaborate/serious tools with Dear ImGui?</b>
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.
<b>Can you reskin the look of Dear ImGui?</b>
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)
<b>Why using C++ (as opposed to C)?</b>
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 [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages.
Support dear imgui
------------------
<b>How can I help financing further development of Dear ImGui?</b>
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.
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
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)
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!
Dear ImGui is using software and services provided free of charge for open source projects:
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
Credits
-------
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (PS Vita).
I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen).
A large portion of work on automation systems, regression tests and other features are currently unpublished.
Omar: "I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. 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
- Nadeo
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, Supercell.
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, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.
License
-------
Dear ImGui is licensed under the MIT License, see LICENSE for more information.
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.

View File

@ -8,16 +8,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- doc/test: add a proper documentation+regression testing system (#435)
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- project: folder or separate repository with maintained helpers (e.g. imgui_memory_editor.h, imgui_stl.h, maybe imgui_dock would be there?)
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: allow resizing of child windows (possibly given min/max for each axis?.)
- 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: resize from borders: support some form of outer padding to make it easier to grab borders. (#822)
- 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: a collapsed window can be stuck behind the main menu bar?
@ -28,52 +24,85 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
- window: investigate better auto-positioning for new windows.
- window: top most window flag? (#2574)
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- window/child: background options for child windows, border option (disable rounding).
- window/child: allow resizing of child windows (possibly given min/max for each axis?.)
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
- window/child: border could be emitted in parent as well.
- window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331)
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- scrolling/style: shadows on scrollable areas to denote that there is more contents
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
- drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- drawlist: AddRect vs AddLine position confusing (#2441)
- drawlist: channel splitter should be external helper and not stored in ImDrawList.
- drawlist: Add quadratic bezier curves? (#3127)
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
- 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: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags.
- 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: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
- widgets: add always-allow-overlap mode.
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- 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) (#2644)
- widgets: checkbox: checkbox with custom glyph inside frame.
- widgets: coloredit: keep reporting as active when picker is on?
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
- selectable: generic BeginSelectable()/EndSelectable() mechanism.
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: hover tooltip could show unclamped text
- input text: option to Tab after an Enter validation.
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890)
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: 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: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
- input text: a way for the user to provide syntax coloring.
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
- input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: support for cut/paste without selection (cut/paste the current line)
- input text multi-line: line numbers? status bar? (follow up on #200)
@ -86,26 +115,33 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items)
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
- layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404)
- 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: BeginGroup() needs a border option. (~#1496)
- layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
- layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size.
- layout: (R&D) local multi-pass layout mode.
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
- group: BeginGroup() needs a border option. (~#1496)
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- columns: headers. reorderable. (#513, #125)
- columns: headers. re-orderable. (#513, #125)
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
- columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below?
- columns: flag to add horizontal separator above/below)
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
!- color: the color conversion helpers/types are a mess and needs sorting out.
!- color: 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
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
@ -120,29 +156,41 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.)
- clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance.
- clipper: horizontal clipping support. (#2580)
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- dock: docking extension
- separator: expose flags (#759)
- separator: take indent into consideration (optional)
- separator: width, thickness, centering (#1643)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- dock: merge docking branch (#2109)
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
- tabs: close button tends to overlap unsaved-document star
- tabs: consider showing the star at the same spot as the close button, like VS Code does.
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- tabs: TabItem could honor SetNextItemWidth()?
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
- tabs: Mouse wheel over tab bar could scroll? (#2702)
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc.
- button: provide a button that looks framed.
- 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 button: not taking an explicit id is odd.
- image button: not taking an explicit id can be problematic. (#2464, #1390)
- button: provide a button that looks framed. (?)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: 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: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: relative dragging? + precision dragging
- slider: 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)
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
- drag float: up/down axis
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper: make it easier to disable clipper with a single flag.
@ -156,125 +204,161 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: expose hovered item for a basic ListBox
- listbox: keyboard navigation.
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
- listbox: scrolling should track modified selection.
- listbox: future api should allow to enable horizontal scrolling (#2510)
!- 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)
- modals: make modal title bar blink when trying to click outside the modal
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
- 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: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197)
- popups: flags could be reworked to allow both mouse buttons as index (0..5 and as flags using higher-bit) allowing to or them.
- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
- 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: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- 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)
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
- menus: menu bars inside modal windows are acting weird.
- status-bar: add a per-window status bar helper similar to what menu-bar does.
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- tree node / optimization: avoid formatting when clipped.
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: flag to disable formatting and/or detect "%s"
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- stb: add defines to disable stb implementations
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
!- style: better default styles. (#707)
- style: better default styles. (#707)
- style: PushStyleVar: allow direct access to individual float X/Y elements.
- style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447)
- 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: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
- style: global scale setting.
- style: FramePadding could be different for up vs down (#584)
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- log: obsolete LogButtons() all together.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: enabling log ends up pushing and growing vertices buffersbecause we don't distinguish layout vs render clipping
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov.
- drag and drop: fix/support/options for overlapping drag sources.
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
- drag and drop: allow 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: demo with reordering nodes (in a list, or a tree node). (#143)
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
- drag and drop: make payload optional? (#143)
- drag and drop: feedback when hovering a modal (cursor?)
- node/graph editor (#306)
- drag and drop: allow for multiple payload types. (#143)
- drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143)
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
- node/graph editors (#306) (also see https://github.com/ocornut/imgui/wiki#node-editors)
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
!- 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: duplicate glyphs are stored in the atlas texture which is suboptimal.
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
- text/wrapped: custom separator for text wrapping. (#3002)
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- font: arbitrary line spacing. (#2945)
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
- 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: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding?
- 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: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: remove ID from CustomRect registration, it seems unnecessary!
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
- font: PushFontSize API (#1018)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
- font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
- font/atlas: add a missing Glyphs.reserve()
- font/atlas: incremental updates
- 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/draw: 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: 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/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
- font/draw: fix for drawing 16k+ visible characters in same call.
- font/draw: underline, squiggle line rendering helpers.
- 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), would save on cache line.
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before font has been built.
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
- font: fix AddRemapChar() to work before atlas has been built.
- font: support for unicode codepoints higher than 0xFFFF? (pr #2815)
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: 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: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- 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: 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: 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: 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: simulate right-click or context activation? (SHIFT+F10)
- 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: 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: 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: configuration flag to disable global shortcuts (currently only CTRL-tab) ?
- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/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: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
@ -284,32 +368,48 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- inputs: support track pad style scrolling & slider edit.
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
- misc: idle refresh: expose cursor blink animation timer for backend to be able to lower framerate.
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- 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).
- 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: 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)
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
- misc: possible compile-time support for wchar_t instead of char*?
- 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 common issue for new users.
- demo: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- demo: demonstration Plot offset
- demo: demonstrate Plot offset
- demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
- examples: window minimize, maximize (#583)
- 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)
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- examples: dx11/dx12: try to use new swapchain blit models (#2970)
- backends: move to backends/ folder?
- backends: report it better when not able to create texture?
- backends: apple: example_apple should be using modern GL3.
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h)
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
- optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
- optimization: use another hash function than crc32, e.g. FNV1a
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays

38
examples/.gitignore vendored
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@ -1,38 +0,0 @@
build/*
*/Debug/*
*/Release/*
*/x64/*
*.o
*.obj
*.exe
## Visual Studio cruft
.vs/*
*/ipch/*
*.opensdf
*.log
*.pdb
*.ilk
*.user
*.sdf
*.suo
*.VC.db
*.VC.VC.opendb
## Xcode cruft
.DS_Store
project.xcworkspace
xcuserdata
## Emscripten output
*.out.js
*.out.wasm
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
example_sdl_opengl2/example_sdl_opengl2
example_sdl_opengl3/example_sdl_opengl3
## Dear ImGui Ini files
imgui.ini

View File

@ -1,3 +1,5 @@
-----------------------------------------------------------------------
dear imgui, v1.79
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
@ -25,32 +27,39 @@ This folder contains two things:
- 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
You can find binaries of some of those example applications at:
http://www.dearimgui.org/binaries
---------------------------------------
MISC COMMENTS AND SUGGESTIONS
GETTING STARTED
---------------------------------------
- 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
Please read FAQ at http://www.dearimgui.org/faq
- If you are using of the backend provided here, you can add 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
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 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.
- Dear ImGui has no particular extra lag for most behaviors, e.g. the value of 'io.MousePos' provided in
NewFrame() will result at the time of EndFrame()/Render() in a moved windows rendered following that mouse
movement. At 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
path and will feel smoother than the majority of contents rendererd via regular graphics API (including,
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane as
the mouse, that disconnect may be jarring to particularly sensitive users.
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
regularly rendered software cursor.
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
all times. It might be beneficial for 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 display lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
drawing a flat 2D shape directly under the mouse cursor.
---------------------------------------
@ -60,10 +69,10 @@ You can find binaries of some of those example applications at:
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)
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc.
- 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)
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc.
- 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.
@ -71,17 +80,17 @@ Most the example bindings are split in 2 parts:
- 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
- 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
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
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.
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.
@ -89,20 +98,20 @@ Most the example bindings are split in 2 parts:
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
- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" 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 Dear 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_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
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)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
List of Renderer Bindings in this repository:
@ -111,8 +120,8 @@ List of Renderer Bindings in this repository:
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_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
@ -120,14 +129,28 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
imgui_impl_opengl3.cpp, but other combinations are possible.
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.
Including backends for:
AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium,
GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib,
Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol,
Unreal Engine 4, vtk, Win32 GDI, etc.
Not sure which to use?
Recommended platform/frameworks:
GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
SDL2 https://www.libsdl.org Use imgui_impl_sdl.cpp
Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
Those will allow you to create portable applications and will solve and abstract away many issues.
---------------------------------------
@ -135,22 +158,126 @@ Third-party framework, graphics API and languages bindings are listed at:
---------------------------------------
Building:
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
third party software. For most examples here I choose to provide:
Unfortunately in 2020 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here we choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
- A .sln project file for Visual Studio 2012+
- Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
Please let us 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
directly with a command-line compiler.
If you are interested in using Cmake to build and links examples, see:
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
example_apple_metal/
OSX & iOS + Metal.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_apple_opengl2/
OSX + OpenGL2.
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_empscripten:
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
example_glfw_metal/
GLFW (Mac) + Metal example.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
**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/glad2/glbinding, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
example_glfw_opengl3/
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
example_glut_opengl2/
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
example_marmalade/
Marmalade example using IwGx.
= main.cpp + imgui_impl_marmalade.cpp
example_null
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
= main.cpp
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.
example_sdl_directx11/
SDL2 + DirectX11 example, Windows only.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
This to demonstrate usage of DirectX with SDL.
example_sdl_metal/
SDL2 (Mac) + Metal example.
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
example_sdl_opengl2/
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
**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/glad2/glbinding, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
example_win32_directx9/
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
example_win32_directx10/
DirectX10 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
@ -158,73 +285,8 @@ example_win32_directx10/
example_win32_directx11/
DirectX11 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
example_win32_directx12/
DirectX12 example, Windows only.
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
example_apple_metal/
OSX & iOS + 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.)
= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
example_apple_opengl2/
OSX + OpenGL2.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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 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_glfw.cpp + imgui_impl_opengl2.cpp
example_glfw_opengl3/
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 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).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
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 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.
= main.cpp + imgui_impl_allegro5.cpp
example_freeglut_opengl2/
FreeGLUT + OpenGL2.
= main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
example_marmalade/
Marmalade example using IwGx.
= main.cpp + imgui_impl_marmalade.cpp
This is quite long and tedious, because: DirectX12.

View File

@ -1,22 +1,34 @@
# Configuration
Dear ImGui outputs 16-bit vertex indices by default.
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices.
Dear ImGui outputs 16-bit vertex indices by default.
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
# How to Build
- On Ubuntu 14.04+
### On Ubuntu 14.04+ and macOS
```bash
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
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
```
- On Windows with Visual Studio's CLI
On macOS, install Allegro with homebrew: `brew install allegro`.
### On Windows with Visual Studio's CLI
You may install Allegro using vcpkg:
```
git clone https://github.com/Microsoft/vcpkg
cd vcpkg
.\bootstrap-vcpkg.bat
.\vcpkg install allegro5
.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio
```
Build:
```
set ALLEGRODIR=path_to_your_allegro5_folder
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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@ -19,31 +19,36 @@
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
<ProjectGuid>{73F235B5-7D31-4FC6-8682-DDC5A097B9C1}</ProjectGuid>
<RootNamespace>example_allegro5</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">

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@ -1,5 +1,5 @@
// 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.
// dear imgui: standalone example application for Allegro 5
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <stdint.h>
#include <allegro5/allegro.h>
@ -22,23 +22,25 @@ int main(int, char**)
al_register_event_source(queue, al_get_keyboard_event_source());
al_register_event_source(queue, al_get_mouse_event_source());
// Setup Dear ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplAllegro5_Init(display);
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplAllegro5_Init(display);
// 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 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -65,7 +67,7 @@ int main(int, char**)
while (al_get_next_event(queue, &ev))
{
ImGui_ImplAllegro5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
@ -94,7 +96,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -4,5 +4,7 @@
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.

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@ -1,4 +1,3 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE

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@ -1,4 +1,3 @@
#import "AppDelegate.h"
@implementation AppDelegate

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@ -1,4 +1,3 @@
#import <MetalKit/MetalKit.h>
@interface Renderer : NSObject <MTKViewDelegate>

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@ -1,4 +1,3 @@
#import "Renderer.h"
#import <Metal/Metal.h>
@ -16,7 +15,7 @@
@implementation Renderer
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
-(nonnull instancetype)initWithView:(nonnull MTKView*)view;
{
self = [super init];
if(self)
@ -24,19 +23,41 @@
_device = view.device;
_commandQueue = [_device newCommandQueue];
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
(void)ImGui::GetIO();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Renderer bindings
ImGui_ImplMetal_Init(_device);
ImGui::StyleColorsDark();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
}
return self;
}
- (void)drawInMTKView:(MTKView *)view
- (void)drawInMTKView:(MTKView*)view
{
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
@ -52,12 +73,13 @@
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil)
{
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
@ -89,7 +111,7 @@
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -113,19 +135,19 @@
// Rendering
ImGui::Render();
ImDrawData *drawData = ImGui::GetDrawData();
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
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
{
}

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@ -1,4 +1,3 @@
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#import "Renderer.h"

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@ -1,4 +1,3 @@
#import "ViewController.h"
#import "Renderer.h"
#include "imgui.h"
@ -21,9 +20,9 @@
- (void)viewDidLoad
{
[super viewDidLoad];
self.mtkView.device = MTLCreateSystemDefaultDevice();
if (!self.mtkView.device) {
NSLog(@"Metal is not supported");
abort();
@ -42,12 +41,12 @@
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 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 ImGui doesn't want to capture.
// 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);
@ -56,9 +55,9 @@
} else {
return event;
}
}];
ImGui_ImplOSX_Init();
#endif
}
@ -73,14 +72,38 @@
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)scrollWheel:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
@ -97,7 +120,7 @@
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) {

View File

@ -1,4 +1,3 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE

View File

@ -3,7 +3,7 @@
archiveVersion = 1;
classes = {
};
objectVersion = 50;
objectVersion = 48;
objects = {
/* Begin PBXBuildFile section */
@ -231,14 +231,16 @@
TargetAttributes = {
8307E7C320E9F9C900473790 = {
CreatedOnToolsVersion = 9.4.1;
ProvisioningStyle = Automatic;
};
8307E7D920E9F9C900473790 = {
CreatedOnToolsVersion = 9.4.1;
ProvisioningStyle = Automatic;
};
};
};
buildConfigurationList = 8307E7B920E9F9C700473790 /* Build configuration list for PBXProject "example_apple_metal" */;
compatibilityVersion = "Xcode 9.3";
compatibilityVersion = "Xcode 8.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
@ -444,10 +446,7 @@
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
);
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@ -463,10 +462,7 @@
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
);
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@ -483,11 +479,8 @@
COMBINE_HIDPI_IMAGES = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = 10.13;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
@ -502,11 +495,8 @@
COMBINE_HIDPI_IMAGES = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = 10.13;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;

View File

@ -3,7 +3,7 @@
archiveVersion = 1;
classes = {
};
objectVersion = 50;
objectVersion = 48;
objects = {
/* Begin PBXBuildFile section */
@ -38,14 +38,11 @@
4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../imgui_impl_osx.mm; sourceTree = "<group>"; };
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../imgui_impl_opengl2.h; sourceTree = "<group>"; };
4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../imgui_impl_osx.h; sourceTree = "<group>"; };
4080A9A420B0343C0036BA46 /* stb_truetype.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_truetype.h; path = ../../stb_truetype.h; sourceTree = "<group>"; };
4080A9A520B0343C0036BA46 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = "<group>"; };
4080A9A720B0343C0036BA46 /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = "<group>"; };
4080A9A820B0343C0036BA46 /* imgui.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui.h; path = ../../imgui.h; sourceTree = "<group>"; };
4080A9A920B0343C0036BA46 /* stb_rect_pack.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_rect_pack.h; path = ../../stb_rect_pack.h; sourceTree = "<group>"; };
4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_draw.cpp; path = ../../imgui_draw.cpp; sourceTree = "<group>"; };
4080A9AB20B0343C0036BA46 /* stb_textedit.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_textedit.h; path = ../../stb_textedit.h; sourceTree = "<group>"; };
4080A9AC20B0343C0036BA46 /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = "<group>"; };
4080A9B220B034E40036BA46 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
4080A9B420B034EA0036BA46 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
@ -74,9 +71,6 @@
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */,
4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */,
4080A9A520B0343C0036BA46 /* imgui_internal.h */,
4080A9A920B0343C0036BA46 /* stb_rect_pack.h */,
4080A9AB20B0343C0036BA46 /* stb_textedit.h */,
4080A9A420B0343C0036BA46 /* stb_truetype.h */,
4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */,
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */,
4080A9A120B034280036BA46 /* imgui_impl_osx.h */,
@ -135,11 +129,12 @@
TargetAttributes = {
4080A96A20B029B00036BA46 = {
CreatedOnToolsVersion = 9.3.1;
ProvisioningStyle = Automatic;
};
};
};
buildConfigurationList = 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */;
compatibilityVersion = "Xcode 9.3";
compatibilityVersion = "Xcode 8.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
@ -286,6 +281,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
@ -296,6 +292,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;

View File

@ -1,5 +1,5 @@
// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// 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"
@ -9,7 +9,7 @@
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
//-----------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------
// ImGuiExampleView
//-----------------------------------------------------------------------------------
@ -29,7 +29,7 @@
-(void)prepareOpenGL
{
[super prepareOpenGL];
#ifndef DEBUG
GLint swapInterval = 1;
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
@ -45,7 +45,7 @@
ImGui_ImplOSX_NewFrame(self);
ImGui::NewFrame();
// Global data for the demo
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -65,7 +65,7 @@
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -91,18 +91,18 @@
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);
ImDrawData* draw_data = ImGui::GetDrawData();
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
glViewport(0, 0, width, height);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Present
[[self openGLContext] flushBuffer];
if (!animationTimer)
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
}
@ -133,24 +133,28 @@
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); }
-(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)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@end
@ -174,14 +178,15 @@
{
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 setAcceptsMouseMovedEvents:YES];
[_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp];
return (_window);
}
@ -194,12 +199,12 @@
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];
}
@ -217,14 +222,14 @@
// 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;
@ -233,29 +238,32 @@
[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 binding
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -0,0 +1,84 @@
#
# Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions.
#
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make` will produce three files:
# - example_emscripten.html
# - example_emscripten.js
# - example_emscripten.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
EXE = example_emscripten.html
SOURCES = main.cpp
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
EMS += -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I../ -I../../
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os
CPPFLAGS += $(EMS)
LIBS += $(EMS)
LDFLAGS += --shell-file shell_minimal.html
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
clean:
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre

View File

@ -0,0 +1,20 @@
## How to Build
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- Then build using `make` while in the `example_emscripten/` directory.
## How to Run
To run on a local machine:
- Generally you may need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun example_emscripten.html` which will spawn a temporary local webserver. See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- Otherwise you may use Python builtin webserver: `python -m http.server` in Python 3 or `python -m SimpleHTTPServer` in Python 2. After doing that, you can visit http://localhost:8000/.
## Obsolete features:
- Emscripten 2.0 (August 2020) obsoleted the fastcomp back-end, only llvm is supported.
- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`

View File

@ -0,0 +1,173 @@
// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
//
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <emscripten.h>
#include <SDL.h>
#include <SDL_opengles2.h>
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
SDL_Window* g_Window = NULL;
SDL_GLContext g_GLContext = NULL;
// For clarity, our main loop code is declared at the end.
void main_loop(void*);
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
// run this code on Chrome for Android for example.
const char* glsl_version = "#version 100";
//const char* glsl_version = "#version 300 es";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
g_GLContext = SDL_GL_CreateContext(g_Window);
if (!g_GLContext)
{
fprintf(stderr, "Failed to initialize WebGL context!\n");
return 1;
}
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = NULL;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
#endif
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
}
void main_loop(void* arg)
{
ImGuiIO& io = ImGui::GetIO();
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(g_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 int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
SDL_GL_MakeCurrent(g_Window, g_GLContext);
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(g_Window);
}

View File

@ -0,0 +1,64 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
<title>Dear ImGui Emscripten example</title>
<style>
body { margin: 0; background-color: black }
.emscripten {
position: absolute;
top: 0px;
left: 0px;
margin: 0px;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
display: block;
image-rendering: optimizeSpeed;
image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: optimize-contrast;
image-rendering: crisp-edges;
image-rendering: pixelated;
-ms-interpolation-mode: nearest-neighbor;
}
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
print: (function() {
return function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
};
})(),
printErr: function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
console.log("status: " + text);
},
monitorRunDependencies: function(left) {
// no run dependencies to log
}
};
window.onerror = function() {
console.log("onerror: " + event);
};
</script>
{{{ SCRIPT }}}
</body>
</html>

View File

@ -0,0 +1,44 @@
#
# You will need GLFW (http://www.glfw.org):
# brew install glfw
#
#CXX = g++
#CXX = clang++
EXE = example_glfw_metal
SOURCES = main.mm
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += -L/usr/local/lib -lglfw
CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
all: $(EXE)
@echo Build complete
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

View File

@ -0,0 +1,170 @@
// dear imgui: standalone example application for GLFW + Metal, 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/Metal graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_metal.h"
#include <stdio.h>
#define GLFW_INCLUDE_NONE
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#import <Metal/Metal.h>
#import <QuartzCore/QuartzCore.h>
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup Dear ImGui binding
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 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 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Create window with graphics context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
if (window == NULL)
return 1;
id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplMetal_Init(device);
NSWindow *nswin = glfwGetCocoaWindow(window);
CAMetalLayer *layer = [CAMetalLayer layer];
layer.device = device;
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
nswin.contentView.layer = layer;
nswin.contentView.wantsLayer = YES;
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
// Our state
bool show_demo_window = true;
bool show_another_window = false;
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
// Main loop
while (!glfwWindowShouldClose(window))
{
@autoreleasepool
{
// 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();
int width, height;
glfwGetFramebufferSize(window, &width, &height);
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
}
// Cleanup
ImGui_ImplMetal_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

View File

@ -19,39 +19,46 @@ SOURCES = main.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))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = -lGL `pkg-config --static --libs glfw3`
LIBS += -lGL `pkg-config --static --libs glfw3`
CXXFLAGS = -I../ -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
#LIBS += -L/usr/local/lib -lglfw3
LIBS += -L/usr/local/lib -lglfw
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -L/opt/local/lib
#LIBS += -lglfw3
LIBS += -lglfw
CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS += -Wall -Wformat
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<

View File

@ -21,29 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
<RootNamespace>example_glfw_opengl2</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -85,11 +90,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -99,11 +104,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -115,14 +120,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -135,14 +140,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>

View File

@ -1,6 +1,6 @@
// 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.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed 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/Metal graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_glfw_opengl2/ folder**
@ -10,8 +10,18 @@
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl2.h"
#include <stdio.h>
#ifdef __APPLE__
#define GL_SILENCE_DEPRECATION
#endif
#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);
@ -29,26 +39,27 @@ int main(int, char**)
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup Dear ImGui binding
// 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
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -58,6 +69,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -92,7 +104,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -121,8 +133,14 @@ int main(int, char**)
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);
//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.
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the commented lines below.
//GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
//glUseProgram(last_program);
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);

View File

@ -21,22 +21,39 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL LOADER
##---------------------------------------------------------------------
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS = -I../libs/gl3w
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# LIBS += -lGLEW
## Using OpenGL loader: glad
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glad2
# SOURCES += ../libs/glad/src/gl.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD2
## Using OpenGL loader: glbinding
## This assumes a system-wide installation
## of either version 3.0.0 (or newer)
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
# LIBS += -lglbinding
## or the older version 2.x
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
@ -44,31 +61,29 @@ CXXFLAGS = -I../libs/gl3w
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = -lGL `pkg-config --static --libs glfw3`
LIBS += -lGL `pkg-config --static --libs glfw3`
CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
#LIBS += -L/usr/local/lib -lglfw3
LIBS += -L/usr/local/lib -lglfw
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -L/opt/local/lib
#LIBS += -lglfw3
LIBS += -lglfw
CXXFLAGS += -I../ -I../../ -I/usr/local/include
CXXFLAGS += -Wall -Wformat
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS += -I../ -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
@ -85,7 +100,9 @@ endif
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
# %.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)

View File

@ -21,29 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
<RootNamespace>example_glfw_opengl3</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -85,11 +90,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -99,11 +104,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -115,14 +120,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -135,14 +140,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>

View File

@ -1,26 +1,47 @@
// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
// If you are new to 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.)
// 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/Metal 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.
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions
// 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)
{
@ -35,7 +56,7 @@ int main(int, char**)
return 1;
// Decide GL+GLSL versions
#if __APPLE__
#ifdef __APPLE__
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@ -64,7 +85,17 @@ int main(int, char**)
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() != 0;
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false;
glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
@ -72,26 +103,27 @@ int main(int, char**)
return 1;
}
// Setup Dear ImGui binding
// 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
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -101,6 +133,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -160,14 +193,12 @@ int main(int, char**)
// 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);
}

View File

@ -1,3 +1,8 @@
# Example usage:
# mkdir build
# cd build
# cmake -g "Visual Studio 14 2015" ..
cmake_minimum_required(VERSION 2.8)
project(imgui_example_glfw_vulkan C CXX)
@ -18,19 +23,21 @@ option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
include_directories(${GLFW_DIR}/include)
# ImGui
# Dear ImGui
set(IMGUI_DIR ../../)
include_directories(${IMGUI_DIR} ..)
# Libraries
find_library(VULKAN_LIBRARY
NAMES vulkan vulkan-1)
set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
find_package(Vulkan REQUIRED)
#find_library(VULKAN_LIBRARY
#NAMES vulkan vulkan-1)
#set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
set(LIBRARIES "glfw;Vulkan::Vulkan")
# Use vulkan headers from glfw:
include_directories(${GLFW_DIR}/deps)
file(GLOB sources *.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)
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(example_glfw_vulkan ${LIBRARIES})

View File

@ -21,29 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
<RootNamespace>example_glfw_vulkan</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -85,11 +90,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -99,11 +104,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -115,14 +120,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -135,14 +140,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -153,6 +158,7 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_vulkan.cpp" />
<ClCompile Include="main.cpp" />

View File

@ -28,6 +28,9 @@
<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">

View File

@ -3,7 +3,7 @@ layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct{
layout(location = 0) in struct {
vec4 Color;
vec2 UV;
} In;

View File

@ -3,16 +3,16 @@ layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(push_constant) uniform uPushConstant{
layout(push_constant) uniform uPushConstant {
vec2 uScale;
vec2 uTranslate;
} pc;
out gl_PerVertex{
out gl_PerVertex {
vec4 gl_Position;
};
layout(location = 0) out struct{
layout(location = 0) out struct {
vec4 Color;
vec2 UV;
} Out;
@ -21,5 +21,5 @@ void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
}

View File

@ -1,5 +1,12 @@
// ImGui - standalone example application for Glfw + Vulkan
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// 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.
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#include "imgui.h"
#include "imgui_impl_glfw.h"
@ -11,29 +18,37 @@
#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 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 ImGui_ImplVulkanH_Window g_MainWindowData;
static int g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
if (err == 0) return;
printf("VkResult %d\n", err);
if (err == 0)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
abort();
}
@ -42,7 +57,7 @@ static void check_vk_result(VkResult err)
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);
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT
@ -57,10 +72,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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" };
// Enabling validation layers
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
@ -92,6 +106,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
// Create Vulkan Instance without any debug feature
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
IM_UNUSED(g_DebugReport);
#endif
}
@ -100,6 +115,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
@ -125,7 +141,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != -1);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
}
// Create Logical Device (with 1 queue)
@ -176,7 +192,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
}
}
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
wd->Surface = surface;
@ -189,12 +207,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
exit(-1);
}
// Get Surface Format
// 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);
// Get Present Mode
// 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
@ -204,14 +222,12 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
//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);
IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
}
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
@ -224,79 +240,98 @@ static void CleanupVulkan()
vkDestroyInstance(g_Instance, g_Allocator);
}
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
static void CleanupVulkanWindow()
{
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);
}
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
}
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
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);
VkResult err;
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
g_SwapChainRebuild = true;
return;
}
check_vk_result(err);
ImGui_ImplVulkanH_Frame* 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 = fd->Framebuffer;
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 dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData(draw_data, 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 = &render_complete_semaphore;
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_Window* wd)
{
if (g_SwapChainRebuild)
return;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &render_complete_semaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
g_SwapChainRebuild = true;
return;
}
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}
static void glfw_error_callback(int error, const char* description)
@ -304,16 +339,9 @@ 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
// Setup GLFW window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
@ -339,21 +367,22 @@ int main(int, char**)
// 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);
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
SetupVulkanWindow(wd, surface, w, h);
// Setup Dear ImGui binding
// 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
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup GLFW binding
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForVulkan(window, true);
// Setup Vulkan binding
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
@ -363,19 +392,17 @@ int main(int, char**)
init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool;
init_info.Allocator = g_Allocator;
init_info.MinImageCount = g_MinImageCount;
init_info.ImageCount = wd->ImageCount;
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 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -412,9 +439,10 @@ int main(int, char**)
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_InvalidateFontUploadObjects();
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -428,11 +456,20 @@ int main(int, char**)
// - 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;
}
// Resize swap chain?
if (g_SwapChainRebuild)
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
if (width > 0 && height > 0)
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
}
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame();
@ -454,7 +491,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -478,10 +515,14 @@ int main(int, char**)
// Rendering
ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd);
FramePresent(wd);
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
{
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd, draw_data);
FramePresent(wd);
}
}
// Cleanup
@ -490,6 +531,8 @@ int main(int, char**)
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
CleanupVulkanWindow();
CleanupVulkan();
glfwDestroyWindow(window);

View File

@ -0,0 +1,74 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# Linux:
# apt-get install freeglut3-dev
#
#CXX = g++
#CXX = clang++
EXE = example_glut_opengl2
SOURCES = main.cpp
SOURCES += ../imgui_impl_glut.cpp ../imgui_impl_opengl2.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL -lglut
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework GLUT
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32
ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes)
CXXFLAGS += $(shell pkg-config freeglut --cflags)
LIBS += $(shell pkg-config freeglut --libs)
else
LIBS += -lglut
endif
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

View File

@ -20,30 +20,35 @@
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{F90D0333-5FB1-440D-918D-DD39A1B5187E}</ProjectGuid>
<RootNamespace>example_freeglut_opengl2</RootNamespace>
<RootNamespace>example_glut_opengl2</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -154,7 +159,7 @@
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_freeglut.cpp" />
<ClCompile Include="..\imgui_impl_glut.cpp" />
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
@ -162,7 +167,7 @@
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_freeglut.h" />
<ClInclude Include="..\imgui_impl_glut.h" />
<ClInclude Include="..\imgui_impl_opengl2.h" />
</ItemGroup>
<ItemGroup>

View File

@ -22,7 +22,7 @@
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_freeglut.cpp">
<ClCompile Include="..\imgui_impl_glut.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl2.cpp">
@ -42,7 +42,7 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_freeglut.h">
<ClInclude Include="..\imgui_impl_glut.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl2.h">
@ -55,4 +55,4 @@
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>
</Project>

View File

@ -1,16 +1,24 @@
// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to 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)
// dear imgui: standalone example application for GLUT/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.
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
#include "imgui.h"
#include "../imgui_impl_freeglut.h"
#include "../imgui_impl_opengl2.h"
#include <GL/freeglut.h>
#include "imgui_impl_glut.h"
#include "imgui_impl_opengl2.h"
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/freeglut.h>
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed
#endif
// Our state
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -32,7 +40,7 @@ void my_display_code()
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -57,9 +65,9 @@ void my_display_code()
void glut_display_func()
{
// Start the ImGui frame
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplFreeGLUT_NewFrame();
ImGui_ImplGLUT_NewFrame();
my_display_code();
@ -82,38 +90,42 @@ void glut_display_func()
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
int main(int argc, char** argv)
{
{
// Create GLUT window
glutInit(&argc, argv);
#ifdef __FREEGLUT_EXT_H__
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
#endif
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutInitWindowSize(1280, 720);
glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
glutCreateWindow("Dear ImGui GLUT+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.
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
glutDisplayFunc(glut_display_func);
// Setup ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplFreeGLUT_Init();
ImGui_ImplFreeGLUT_InstallFuncs();
ImGui_ImplOpenGL2_Init();
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGLUT_Init();
ImGui_ImplGLUT_InstallFuncs();
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -127,7 +139,7 @@ int main(int argc, char** argv)
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplFreeGLUT_Shutdown();
ImGui_ImplGLUT_Shutdown();
ImGui::DestroyContext();
return 0;

View File

@ -1,8 +1,8 @@
// ImGui - standalone example application for Marmalade
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for Marmalade
// 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
// This file is part of ImGui
// This file is part of Dear ImGui
#include "imgui.h"
#include "imgui_impl_marmalade.h"
@ -16,23 +16,25 @@ int main(int, char**)
{
IwGxInit();
// Setup Dear ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_Marmalade_Init(true);
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_Marmalade_Init(true);
// 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 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -42,6 +44,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -79,7 +82,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

View File

@ -0,0 +1,90 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# Important: This is a "null back-end" application, with no visible output or interaction!
# This is used for testing purpose and continuous integration, and has little use for end-user.
#
# Options
WITH_EXTRA_WARNINGS ?= 0
WITH_FREETYPE ?= 0
EXE = example_null
SOURCES = main.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS += -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
# We use the WITH_EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
endif
# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp
# (only supported on Linux, and note that the imgui_freetype code currently won't be executed)
ifeq ($(WITH_FREETYPE), 1)
SOURCES += ../../misc/freetype/imgui_freetype.cpp
CXXFLAGS += $(shell pkg-config --cflags freetype2)
LIBS += $(shell pkg-config --libs freetype2)
endif
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -Wpedantic
ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
CXXFLAGS += -Wshadow -Wsign-conversion
endif
endif
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long
endif
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -Wpedantic
endif
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../misc/freetype/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

View File

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

View File

@ -1,4 +1,6 @@
// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
// dear imgui: "null" example application
// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT)
// This is useful to test building, but you cannot interact with anything here!
#include "imgui.h"
#include <stdio.h>
@ -13,7 +15,7 @@ int main(int, char**)
int tex_w, tex_h;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
for (int n = 0; n < 50; n++)
for (int n = 0; n < 20; n++)
{
printf("NewFrame() %d\n", n);
io.DisplaySize = ImVec2(1920, 1080);

View File

@ -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_directx11
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_dx11.cpp ..\..\imgui*.cpp
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@ -0,0 +1,181 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
<RootNamespace>example_sdl_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>example_sdl_directx11</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
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<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_dx11.cpp" />
<ClCompile Include="..\imgui_impl_sdl.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_dx11.h" />
<ClInclude Include="..\imgui_impl_sdl.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -0,0 +1,57 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
</Filter>
</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_dx11.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_sdl.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_dx11.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_sdl.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>

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@ -0,0 +1,228 @@
// dear imgui: standalone example application for SDL2 + DirectX 11
// 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/Metal graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <stdio.h>
#include <SDL.h>
#include <SDL_syswm.h>
// Data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
// Main code
int main(int, char**)
{
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// Setup window
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
HWND hwnd = (HWND)wmInfo.info.win.window;
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
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 Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForD3D(window);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
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.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
{
// Release all outstanding references to the swap chain's buffers before resizing.
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
}
}
// Start the Dear ImGui frame
ImGui_ImplDX11_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 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();
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
// Cleanup
ImGui_ImplDX11_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return false;
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
void CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}

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@ -0,0 +1,46 @@
#
# You will need SDL2 (http://www.libsdl.org):
# brew install sdl2
#
#CXX = g++
#CXX = clang++
EXE = example_sdl_metal
SOURCES = main.mm
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_metal.mm
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += `sdl2-config --libs`
LIBS += -L/usr/local/lib
CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS += `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
all: $(EXE)
@echo Build complete
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

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@ -0,0 +1,179 @@
// Dear ImGui: standalone example application for SDL2 + Metal
// 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/Metal graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_metal.h"
#include <stdio.h>
#include <SDL.h>
#import <Metal/Metal.h>
#import <QuartzCore/QuartzCore.h>
int main(int, char**)
{
// Setup Dear ImGui binding
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 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 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (window == NULL)
{
printf("Error creating window: %s\n", SDL_GetError());
return -2;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL)
{
printf("Error creating renderer: %s\n", SDL_GetError());
return -3;
}
CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
ImGui_ImplMetal_Init(layer.device);
ImGui_ImplSDL2_InitForMetal(window);
id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
// Our state
bool show_demo_window = true;
bool show_another_window = false;
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
// Main loop
bool done = false;
while (!done)
{
@autoreleasepool
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
int width, height;
SDL_GetRendererOutputSize(renderer, &width, &height);
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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 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();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
}
// Cleanup
ImGui_ImplMetal_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

View File

@ -8,47 +8,56 @@
# Mac OS X:
# brew install sdl2
# MSYS2:
# pacman -S mingw-w64-i686-SDL
# pacman -S mingw-w64-i686-SDL2
#
#CXX = g++
#CXX = clang++
EXE = example_sdl_opengl2
SOURCES = main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp
SOURCES = main.cpp
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = -lGL -ldl `sdl2-config --libs`
LIBS += -lGL -ldl `sdl2-config --libs`
CXXFLAGS = -I ../ -I../../ `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CXXFLAGS += `sdl2-config --cflags`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
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`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS = -I ../ -I../../ -I/usr/local/include `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CXXFLAGS += `sdl2-config --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS = -I ../ -I../../ `pkg-config --cflags sdl2`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
CXXFLAGS += `pkg-config --cflags sdl2`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<

View File

@ -4,8 +4,11 @@
- On Windows with Visual Studio's CLI
```
set SDL2DIR=path_to_your_sdl2_folder
cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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

View File

@ -1,3 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
set OUT_DIR=Debug
set OUT_EXE=example_sdl_opengl2
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_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@ -19,31 +19,36 @@
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{94E991D0-790A-4DAF-B442-AAADE3233C75}</ProjectGuid>
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
<RootNamespace>example_sdl_opengl2</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -85,7 +90,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -99,7 +104,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -115,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -135,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>

View File

@ -1,6 +1,6 @@
// 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.
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// dear imgui: standalone example application for SDL2 + OpenGL
// 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/Metal graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_sdl_opengl3/ folder**
@ -13,10 +13,13 @@
#include <SDL.h>
#include <SDL_opengl.h>
// Main code
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
@ -28,31 +31,33 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
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_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup Dear ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -62,6 +67,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -81,6 +87,8 @@ int main(int, char**)
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// Start the Dear ImGui frame
@ -103,7 +111,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

View File

@ -8,7 +8,7 @@
# Mac OS X:
# brew install sdl2
# MSYS2:
# pacman -S mingw-w64-i686-SDL
# pacman -S mingw-w64-i686-SDL2
#
#CXX = g++
@ -21,22 +21,39 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL LOADER
##---------------------------------------------------------------------
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS = -I../libs/gl3w
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# LIBS += -lGLEW
## Using OpenGL loader: glad
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glad2
# SOURCES += ../libs/glad/src/gl.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD2
## Using OpenGL loader: glbinding
## This assumes a system-wide installation
## of either version 3.0.0 (or newer)
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
# LIBS += -lglbinding
## or the older version 2.x
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
@ -44,28 +61,27 @@ CXXFLAGS = -I../libs/gl3w
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = -lGL -ldl `sdl2-config --libs`
LIBS += -lGL -ldl `sdl2-config --libs`
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CXXFLAGS += `sdl2-config --cflags`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
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`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS = -I../ -I../../ -I../libs/gl3w -I/usr/local/include `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CXXFLAGS += `sdl2-config --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags sdl2`
CXXFLAGS += -Wall -Wformat
CXXFLAGS += `pkg-config --cflags sdl2`
CFLAGS = $(CXXFLAGS)
endif
@ -85,6 +101,9 @@ endif
%.o:../libs/gl3w/GL/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)

View File

@ -4,8 +4,11 @@
- On Windows with Visual Studio's CLI
```
set SDL2DIR=path_to_your_sdl2_folder
cl /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.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 /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
```
- On Linux and similar Unixes

View File

@ -1,3 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl3.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
set OUT_DIR=Debug
set OUT_EXE=example_sdl_opengl3
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
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_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@ -21,29 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
<RootNamespace>example_sdl_opengl3</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -85,7 +90,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -99,7 +104,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -115,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -135,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>

View File

@ -1,6 +1,6 @@
// 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.
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// dear imgui: standalone example application for SDL2 + OpenGL
// 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/Metal graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
#include "imgui.h"
@ -9,30 +9,46 @@
#include <stdio.h>
#include <SDL.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.
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// Main code
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// Decide GL+GLSL versions
#if __APPLE__
#ifdef __APPLE__
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
@ -52,10 +68,10 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
// Initialize OpenGL loader
@ -64,7 +80,17 @@ int main(int, char**)
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() != 0;
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false;
glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
@ -72,25 +98,27 @@ int main(int, char**)
return 1;
}
// Setup Dear ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -100,6 +128,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -143,7 +172,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -167,7 +196,6 @@ int main(int, char**)
// Rendering
ImGui::Render();
SDL_GL_MakeCurrent(window, gl_context);
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);

View File

@ -21,29 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
<RootNamespace>example_sdl_vulkan</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">

View File

@ -1,5 +1,12 @@
// ImGui - standalone example application for SDL2 + Vulkan
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for SDL2 + Vulkan
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#include "imgui.h"
#include "imgui_impl_sdl.h"
@ -15,22 +22,25 @@
#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 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 ImGui_ImplVulkanH_Window g_MainWindowData;
static uint32_t g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
if (err == 0) return;
printf("VkResult %d\n", err);
if (err == 0)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
abort();
}
@ -39,7 +49,7 @@ static void check_vk_result(VkResult err)
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);
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT
@ -54,10 +64,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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" };
// Enabling validation layers
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
@ -89,6 +98,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
// Create Vulkan Instance without any debug feature
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
IM_UNUSED(g_DebugReport);
#endif
}
@ -97,6 +107,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
@ -122,7 +133,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != -1);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
}
// Create Logical Device (with 1 queue)
@ -173,7 +184,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
}
}
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
wd->Surface = surface;
@ -186,28 +199,27 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
exit(-1);
}
// Get Surface Format
// 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);
// Get Present Mode
// Select Present Mode
#ifdef IMGUI_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR;
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR;
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
#endif
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_mode, 1);
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);
IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
}
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
@ -220,20 +232,31 @@ static void CleanupVulkan()
vkDestroyInstance(g_Instance, g_Allocator);
}
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
static void CleanupVulkanWindow()
{
VkResult err;
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
}
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);
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
VkResult err;
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
g_SwapChainRebuild = true;
return;
}
check_vk_result(err);
ImGui_ImplVulkanH_Frame* 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);
err = vkResetFences(g_Device, 1, &fd->Fence);
check_vk_result(err);
}
{
@ -249,7 +272,7 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
info.framebuffer = fd->Framebuffer;
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = 1;
@ -257,22 +280,22 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
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);
// Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
// Submit command buffer
// 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.pWaitSemaphores = &image_acquired_semaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
info.pSignalSemaphores = &render_complete_semaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
@ -281,33 +304,40 @@ static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
}
}
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
{
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
if (g_SwapChainRebuild)
return;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
info.pWaitSemaphores = &render_complete_semaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
g_SwapChainRebuild = true;
return;
}
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return 1;
return -1;
}
// Setup window
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
// Setup Vulkan
uint32_t extensions_count = 0;
@ -329,18 +359,22 @@ int main(int, char**)
// Create Framebuffers
int w, h;
SDL_GetWindowSize(window, &w, &h);
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
SetupVulkanWindowData(wd, surface, w, h);
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
SetupVulkanWindow(wd, surface, w, h);
// Setup ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup SDL binding
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForVulkan(window);
// Setup Vulkan binding
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
@ -350,19 +384,17 @@ int main(int, char**)
init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool;
init_info.Allocator = g_Allocator;
init_info.MinImageCount = g_MinImageCount;
init_info.ImageCount = wd->ImageCount;
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 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -399,9 +431,10 @@ int main(int, char**)
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_InvalidateFontUploadObjects();
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -421,8 +454,22 @@ int main(int, char**)
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// Resize swap chain?
if (g_SwapChainRebuild)
{
int width, height;
SDL_GetWindowSize(window, &width, &height);
if (width > 0 && height > 0)
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
}
// Start the Dear ImGui frame
@ -445,7 +492,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -469,10 +516,14 @@ int main(int, char**)
// Rendering
ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd);
FramePresent(wd);
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
{
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd, draw_data);
FramePresent(wd);
}
}
// Cleanup
@ -481,8 +532,11 @@ int main(int, char**)
ImGui_ImplVulkan_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_DestroyWindow(window);
CleanupVulkanWindow();
CleanupVulkan();
SDL_DestroyWindow(window);
SDL_Quit();
return 0;

View File

@ -21,29 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
<RootNamespace>example_win32_directx10</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -81,7 +86,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -94,7 +99,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -109,14 +114,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
@ -127,14 +132,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>

View File

@ -1,5 +1,5 @@
// ImGui - standalone example application for DirectX 10
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for DirectX 10
// 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_win32.h"
@ -15,122 +15,55 @@ static ID3D10Device* g_pd3dDevice = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
void CreateRenderTarget()
{
ID3D10Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
return E_FAIL;
CreateRenderTarget();
return S_OK;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX10_InvalidateDeviceObjects();
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
ImGui_ImplDX10_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
::RegisterClassEx(&wc);
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// Setup Dear ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX10_Init(g_pd3dDevice);
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX10_Init(g_pd3dDevice);
// 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 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -140,6 +73,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -154,10 +88,10 @@ int main(int, char**)
// - 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.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
::TranslateMessage(&msg);
::DispatchMessage(&msg);
continue;
}
@ -181,7 +115,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -218,8 +152,88 @@ int main(int, char**)
ImGui::DestroyContext();
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
::DestroyWindow(hwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
return false;
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
void CreateRenderTarget()
{
ID3D10Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProc(hWnd, msg, wParam, lParam);
}

View File

@ -27,23 +27,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -81,7 +85,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -94,7 +98,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -109,14 +113,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
@ -127,14 +131,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>

View File

@ -1,5 +1,5 @@
// ImGui - standalone example application for DirectX 11
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui - standalone example application for DirectX 11
// 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_win32.h"
@ -15,125 +15,55 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
void CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return E_FAIL;
CreateRenderTarget();
return S_OK;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX11_InvalidateDeviceObjects();
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
ImGui_ImplDX11_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
::RegisterClassEx(&wc);
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// Setup Dear ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// 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 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -158,10 +88,10 @@ int main(int, char**)
// - 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.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
::TranslateMessage(&msg);
::DispatchMessage(&msg);
continue;
}
@ -185,7 +115,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -217,13 +147,97 @@ int main(int, char**)
//g_pSwapChain->Present(0, 0); // Present without vsync
}
// Cleanup
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
::DestroyWindow(hwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return false;
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
void CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProc(hWnd, msg, wParam, lParam);
}

View File

@ -1,4 +1,5 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@REM Important: to build on 32-bit systems, the DX12 back-ends needs '#define ImTextureID ImU64', so we pass it here.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx12.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D ImTextureID=ImU64 /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx12.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib

View File

@ -21,7 +21,7 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
<RootNamespace>example_win32_directx12</RootNamespace>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -87,6 +87,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -100,6 +101,7 @@
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -115,6 +117,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -132,6 +135,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>

View File

@ -1,5 +1,5 @@
// ImGui - standalone example application for DirectX 12
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for DirectX 12
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
#include "imgui.h"
@ -9,7 +9,14 @@
#include <dxgi1_4.h>
#include <tchar.h>
#define DX12_ENABLE_DEBUG_LAYER 0
#ifdef _DEBUG
#define DX12_ENABLE_DEBUG_LAYER
#endif
#ifdef DX12_ENABLE_DEBUG_LAYER
#include <dxgidebug.h>
#pragma comment(lib, "dxguid.lib")
#endif
struct FrameContext
{
@ -36,17 +43,342 @@ static HANDLE g_hSwapChainWaitableObject = NULL;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
void WaitForLastSubmittedFrame();
FrameContext* WaitForNextFrameResources();
void ResizeSwapChain(HWND hWnd, int width, int height);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
::RegisterClassEx(&wc);
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// 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 Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
// Poll and handle messages (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.
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_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
FrameContext* frameCtxt = WaitForNextFrameResources();
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
frameCtxt->CommandAllocator->Reset();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->Close();
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
g_fenceLastSignaledValue = fenceValue;
frameCtxt->FenceValue = fenceValue;
}
WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd;
{
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = NUM_BACK_BUFFERS;
sd.Width = 0;
sd.Height = 0;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd.Scaling = DXGI_SCALING_STRETCH;
sd.Stereo = FALSE;
}
// [DEBUG] Enable debug interface
#ifdef DX12_ENABLE_DEBUG_LAYER
ID3D12Debug* pdx12Debug = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
pdx12Debug->EnableDebugLayer();
#endif
// Create device
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
return false;
// [DEBUG] Setup debug interface to break on any warnings/errors
#ifdef DX12_ENABLE_DEBUG_LAYER
if (pdx12Debug != NULL)
{
ID3D12InfoQueue* pInfoQueue = NULL;
g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
pInfoQueue->Release();
pdx12Debug->Release();
}
#endif
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = NUM_BACK_BUFFERS;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
return false;
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return false;
}
{
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
return false;
}
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return false;
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
g_pd3dCommandList->Close() != S_OK)
return false;
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
return false;
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
if (g_fenceEvent == NULL)
return false;
{
IDXGIFactory4* dxgiFactory = NULL;
IDXGISwapChain1* swapChain1 = NULL;
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
return false;
swapChain1->Release();
dxgiFactory->Release();
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
if (g_fence) { g_fence->Release(); g_fence = NULL; }
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
#ifdef DX12_ENABLE_DEBUG_LAYER
IDXGIDebug1* pDebug = NULL;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
{
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
pDebug->Release();
}
#endif
}
void CreateRenderTarget()
{
ID3D12Resource* pBackBuffer;
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{
ID3D12Resource* pBackBuffer = NULL;
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
g_mainRenderTargetResource[i] = pBackBuffer;
}
}
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
}
void WaitForLastSubmittedFrame()
{
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
@ -111,134 +443,10 @@ void ResizeSwapChain(HWND hWnd, int width, int height)
assert(g_hSwapChainWaitableObject != NULL);
}
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd;
{
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = NUM_BACK_BUFFERS;
sd.Width = 0;
sd.Height = 0;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd.Scaling = DXGI_SCALING_STRETCH;
sd.Stereo = FALSE;
}
if (DX12_ENABLE_DEBUG_LAYER)
{
ID3D12Debug* dx12Debug = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
{
dx12Debug->EnableDebugLayer();
dx12Debug->Release();
}
}
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
return E_FAIL;
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = NUM_BACK_BUFFERS;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
return E_FAIL;
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return E_FAIL;
}
{
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
return E_FAIL;
}
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return E_FAIL;
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
g_pd3dCommandList->Close() != S_OK)
return E_FAIL;
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
return E_FAIL;
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
if (g_fenceEvent == NULL)
return E_FAIL;
{
IDXGIFactory4* dxgiFactory = NULL;
IDXGISwapChain1* swapChain1 = NULL;
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
return E_FAIL;
swapChain1->Release();
dxgiFactory->Release();
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}
CreateRenderTarget();
return S_OK;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
if (g_fence) { g_fence->Release(); g_fence = NULL; }
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
@ -249,6 +457,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
WaitForLastSubmittedFrame();
ImGui_ImplDX12_InvalidateDeviceObjects();
CleanupRenderTarget();
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
@ -261,169 +470,8 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
::PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int main(int, char**)
{
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
// Setup Dear ImGui binding
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// 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
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
// Poll and handle messages (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.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplDX12_NewFrame();
ImGui_ImplWin32_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
FrameContext* frameCtxt = WaitForNextFrameResources();
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
frameCtxt->CommandAllocator->Reset();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->Close();
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
g_fenceLastSignaledValue = fenceValue;
frameCtxt->FenceValue = fenceValue;
}
WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
return ::DefWindowProc(hWnd, msg, wParam, lParam);
}

View File

@ -21,29 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{4165A294-21F2-44CA-9B38-E3F935ABADF5}</ProjectGuid>
<RootNamespace>example_win32_directx9</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -85,7 +90,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
@ -98,7 +103,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
@ -116,7 +121,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
@ -134,7 +139,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>

View File

@ -1,5 +1,5 @@
// ImGui - standalone example application for DirectX 9
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for DirectX 9
// 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_dx9.h"
@ -10,89 +10,58 @@
#include <tchar.h>
// Data
static LPDIRECT3D9 g_pD3D = NULL;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX9_InvalidateDeviceObjects();
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void ResetDevice();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
::RegisterClassEx(&wc);
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
LPDIRECT3D9 pD3D;
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
if (!CreateDeviceD3D(hwnd))
{
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
// Create the D3DDevice
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
{
pD3D->Release();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
CleanupDeviceD3D();
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
// Setup Dear ImGui binding
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// 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 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.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -102,6 +71,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -109,8 +79,6 @@ int main(int, char**)
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
while (msg.message != WM_QUIT)
{
// Poll and handle messages (inputs, window resize, etc.)
@ -118,10 +86,10 @@ int main(int, char**)
// - 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.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
::TranslateMessage(&msg);
::DispatchMessage(&msg);
continue;
}
@ -145,7 +113,7 @@ int main(int, char**)
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
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -169,9 +137,9 @@ int main(int, char**)
// Rendering
ImGui::EndFrame();
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0)
@ -184,21 +152,83 @@ int main(int, char**)
// Handle loss of D3D9 device
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
{
ImGui_ImplDX9_InvalidateDeviceObjects();
g_pd3dDevice->Reset(&g_d3dpp);
ImGui_ImplDX9_CreateDeviceObjects();
}
ResetDevice();
}
ImGui_ImplDX9_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return false;
// Create the D3DDevice
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
return false;
return true;
}
void CleanupDeviceD3D()
{
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
}
void ResetDevice()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
ResetDevice();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProc(hWnd, msg, wParam, lParam);
}

View File

@ -13,6 +13,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "exa
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@ -21,14 +23,6 @@ Global
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
@ -37,22 +31,6 @@ Global
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
@ -61,6 +39,38 @@ Global
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.Build.0 = Release|Win32
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.ActiveCfg = Release|x64
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.ActiveCfg = Debug|Win32
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.Build.0 = Debug|Win32
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.ActiveCfg = Debug|x64
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.Build.0 = Debug|x64
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.ActiveCfg = Release|Win32
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.Build.0 = Release|Win32
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.ActiveCfg = Release|x64
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -1,13 +1,13 @@
// ImGui Renderer + Platform Binding for: Allegro 5
// dear imgui: Renderer + Platform Binding for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert the format of vertices.
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -15,12 +15,19 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-11-30: Platform: Added touchscreen support.
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
@ -58,23 +65,13 @@ struct ImDrawVertAllegro
ALLEGRO_COLOR col;
};
// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
{
// Backup Allegro state that will be modified
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
int last_blender_op, last_blender_src, last_blender_dst;
al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
// Setup render state
// Setup blending
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@ -86,13 +83,34 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
al_use_projection_transform(&transform);
}
}
// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Backup Allegro state that will be modified
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
int last_blender_op, last_blender_src, last_blender_dst;
al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
// Setup desired render state
ImGui_ImplAllegro5_SetupRenderState(draw_data);
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 float as well..
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
@ -108,7 +126,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
const int* indices = NULL;
if (sizeof(ImDrawIdx) == 2)
{
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices.
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
static ImVector<int> indices_converted;
indices_converted.resize(cmd_list->IdxBuffer.Size);
@ -121,19 +139,26 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
indices = (const int*)cmd_list->IdxBuffer.Data;
}
// Render command lists
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
ImVec2 clip_off = draw_data->DisplayPos;
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);
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplAllegro5_SetupRenderState(draw_data);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Draw
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
idx_offset += pcmd->ElemCount;
@ -150,15 +175,15 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplAllegro5_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO &io = ImGui::GetIO();
unsigned char *pixels;
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
int flags = al_get_new_bitmap_flags();
int fmt = al_get_new_bitmap_format();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
al_set_new_bitmap_flags(flags);
@ -166,13 +191,13 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
if (!img)
return false;
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
if (!locked_img)
{
al_destroy_bitmap(img);
return false;
}
memcpy(locked_img->data, pixels, sizeof(int)*width*height);
memcpy(locked_img->data, pixels, sizeof(int) * width * height);
al_unlock_bitmap(img);
// Convert software texture to hardware texture.
@ -187,7 +212,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
al_destroy_bitmap(mouse_cursor);
@ -231,9 +256,10 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
@ -259,12 +285,14 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
#if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
@ -278,9 +306,14 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
void ImGui_ImplAllegro5_Shutdown()
{
ImGui_ImplAllegro5_InvalidateDeviceObjects();
g_Display = NULL;
// Destroy last known clipboard data
g_Display = NULL;
g_Time = 0.0;
if (g_VertexDecl)
al_destroy_vertex_decl(g_VertexDecl);
g_VertexDecl = NULL;
if (g_ClipboardTextData)
al_free(g_ClipboardTextData);
g_ClipboardTextData = NULL;
@ -290,20 +323,43 @@ void ImGui_ImplAllegro5_Shutdown()
// - 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.
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{
ImGuiIO& io = ImGui::GetIO();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
io.MouseWheel += ev->mouse.dz;
io.MouseWheelH += ev->mouse.dw;
if (ev->mouse.display == g_Display)
{
io.MouseWheel += ev->mouse.dz;
io.MouseWheelH -= ev->mouse.dw;
io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y);
}
return true;
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
if (ev->mouse.display == g_Display && ev->mouse.button <= 5)
io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
return true;
case ALLEGRO_EVENT_TOUCH_MOVE:
if (ev->touch.display == g_Display)
io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
return true;
case ALLEGRO_EVENT_TOUCH_BEGIN:
case ALLEGRO_EVENT_TOUCH_END:
case ALLEGRO_EVENT_TOUCH_CANCEL:
if (ev->touch.display == g_Display && ev->touch.primary)
io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
return true;
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
if (ev->mouse.display == g_Display)
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == g_Display)
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
if (ev->keyboard.unichar != 0)
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
@ -337,6 +393,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
al_set_system_mouse_cursor(g_Display, cursor_id);
}
@ -347,7 +404,7 @@ void ImGui_ImplAllegro5_NewFrame()
if (!g_Texture)
ImGui_ImplAllegro5_CreateDeviceObjects();
ImGuiIO &io = ImGui::GetIO();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
@ -357,7 +414,7 @@ void ImGui_ImplAllegro5_NewFrame()
// Setup time step
double current_time = al_get_time();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
// Setup inputs
@ -368,21 +425,5 @@ void ImGui_ImplAllegro5_NewFrame()
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
ALLEGRO_MOUSE_STATE mouse;
if (keys.display == g_Display)
{
al_get_mouse_state(&mouse);
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
}
else
{
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
al_get_mouse_state(&mouse);
io.MouseDown[0] = mouse.buttons & (1 << 0);
io.MouseDown[1] = mouse.buttons & (1 << 1);
io.MouseDown[2] = mouse.buttons & (1 << 2);
ImGui_ImplAllegro5_UpdateMouseCursor();
}

View File

@ -1,18 +1,20 @@
// ImGui Renderer + Platform Binding for: Allegro 5
// dear imgui: Renderer + Platform Binding for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices.
// [ ] Platform: Missing clipboard support via al_set_clipboard_text/al_clipboard_has_text.
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
@ -23,6 +25,6 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();

View File

@ -1,15 +1,21 @@
// ImGui Renderer for: DirectX10
// dear imgui: Renderer for DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@ -26,17 +32,18 @@
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D10Device* g_pd3dDevice = NULL;
static IDXGIFactory* g_pFactory = NULL;
static ID3D10Buffer* g_pVB = NULL;
static ID3D10Buffer* g_pIB = NULL;
static ID3D10Blob* g_pVertexShaderBlob = NULL;
static ID3D10VertexShader* g_pVertexShader = NULL;
static ID3D10InputLayout* g_pInputLayout = NULL;
static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob* g_pPixelShaderBlob = NULL;
static ID3D10PixelShader* g_pPixelShader = NULL;
static ID3D10SamplerState* g_pFontSampler = NULL;
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
@ -50,10 +57,46 @@ struct VERTEX_CONSTANT_BUFFER
float mvp[4][4];
};
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
{
// Setup viewport
D3D10_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
vp.Width = (UINT)draw_data->DisplaySize.x;
vp.Height = (UINT)draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(g_pInputLayout);
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
ctx->GSSetShader(NULL);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ID3D10Device* ctx = g_pd3dDevice;
// Create and grow vertex/index buffers if needed
@ -103,7 +146,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
g_pIB->Unmap();
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
void* mapped_resource;
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
@ -140,6 +183,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ID3D10SamplerState* PSSampler;
ID3D10PixelShader* PS;
ID3D10VertexShader* VS;
ID3D10GeometryShader* GS;
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
@ -158,43 +202,20 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ctx->PSGetShader(&old.PS);
ctx->VSGetShader(&old.VS);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
// Setup viewport
D3D10_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
vp.Width = (UINT)draw_data->DisplaySize.x;
vp.Height = (UINT)draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(g_pInputLayout);
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
// Setup desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -203,23 +224,27 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd);
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Apply scissor/clipping rectangle
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)};
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)};
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
@ -232,6 +257,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
@ -261,7 +287,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D10Texture2D *pTexture = NULL;
ID3D10Texture2D* pTexture = NULL;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
@ -306,9 +332,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can:
// If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
@ -316,46 +342,53 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] =
D3D10_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
@ -387,11 +420,15 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
@ -454,15 +491,18 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
}
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
@ -477,6 +517,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
g_pd3dDevice->AddRef();
return true;
}
@ -485,7 +526,7 @@ void ImGui_ImplDX10_Shutdown()
{
ImGui_ImplDX10_InvalidateDeviceObjects();
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
g_pd3dDevice = NULL;
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
void ImGui_ImplDX10_NewFrame()

View File

@ -1,13 +1,17 @@
// ImGui Renderer for: DirectX10
// dear imgui: Renderer for DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ID3D10Device;
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
@ -15,6 +19,6 @@ IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();

View File

@ -1,8 +1,9 @@
// ImGui Renderer for: DirectX11
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
@ -10,6 +11,12 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
@ -25,6 +32,9 @@
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D11Device* g_pd3dDevice = NULL;
@ -32,11 +42,9 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGIFactory* g_pFactory = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D11Buffer* g_pIB = NULL;
static ID3D10Blob* g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob* g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
@ -50,10 +58,49 @@ struct VERTEX_CONSTANT_BUFFER
float mvp[4][4];
};
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
{
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(g_pInputLayout);
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pVertexShader, NULL, 0);
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
ctx->GSSetShader(NULL, NULL, 0);
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
// Create and grow vertex/index buffers if needed
@ -85,7 +132,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
return;
}
// Copy and convert all vertices into a single contiguous buffer
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
@ -105,7 +152,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->Unmap(g_pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
@ -142,8 +189,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
ID3D11VertexShader* VS;
UINT PSInstancesCount, VSInstancesCount;
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
ID3D11GeometryShader* GS;
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
@ -159,72 +207,54 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = 256;
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(g_pInputLayout);
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pVertexShader, NULL, 0);
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
// Setup desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_idx_offset = 0;
int global_vtx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
if (pcmd->UserCallback != NULL)
{
// User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd);
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
@ -239,6 +269,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
@ -268,7 +299,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
ID3D11Texture2D* pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
@ -313,9 +344,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
@ -323,46 +354,53 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
@ -394,11 +432,15 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
@ -461,15 +503,18 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
@ -485,6 +530,8 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
g_pd3dDevice->AddRef();
g_pd3dDeviceContext->AddRef();
return true;
}
@ -493,8 +540,8 @@ void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_InvalidateDeviceObjects();
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
g_pd3dDevice = NULL;
g_pd3dDeviceContext = NULL;
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
}
void ImGui_ImplDX11_NewFrame()

View File

@ -1,13 +1,17 @@
// ImGui Renderer for: DirectX11
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ID3D11Device;
struct ID3D11DeviceContext;
@ -16,6 +20,6 @@ IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();

View File

@ -1,10 +1,13 @@
// ImGui Renderer for: DirectX12
// dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -12,6 +15,14 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Various minor tidying up.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
@ -24,11 +35,12 @@
#include <d3d12.h>
#include <dxgi1_4.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D12Device* g_pd3dDevice = NULL;
static ID3D10Blob* g_pVertexShaderBlob = NULL;
static ID3D10Blob* g_pPixelShaderBlob = NULL;
static ID3D12RootSignature* g_pRootSignature = NULL;
static ID3D12PipelineState* g_pPipelineState = NULL;
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
@ -38,111 +50,34 @@ static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
struct FrameResources
{
ID3D12Resource* IB;
ID3D12Resource* VB;
int VertexBufferSize;
int IndexBufferSize;
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
static FrameResources* g_pFrameResources = NULL;
static UINT g_numFramesInFlight = 0;
static UINT g_frameIndex = UINT_MAX;
static FrameResources* g_pFrameResources = NULL;
static UINT g_numFramesInFlight = 0;
static UINT g_frameIndex = UINT_MAX;
template<typename T>
static void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
{
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1;
FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
ID3D12Resource* g_pVB = frameResources->VB;
ID3D12Resource* g_pIB = frameResources->IB;
int g_VertexBufferSize = frameResources->VertexBufferSize;
int g_IndexBufferSize = frameResources->IndexBufferSize;
// Create and grow vertex/index buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
return;
frameResources->VB = g_pVB;
frameResources->VertexBufferSize = g_VertexBufferSize;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
return;
frameResources->IB = g_pIB;
frameResources->IndexBufferSize = g_IndexBufferSize;
}
// Copy and convert all vertices into a single contiguous buffer
void* vtx_resource, *idx_resource;
D3D12_RANGE range;
memset(&range, 0, sizeof(D3D12_RANGE));
if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
return;
if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unmap(0, &range);
g_pIB->Unmap(0, &range);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
{
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
@ -154,7 +89,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
}
// Setup viewport
@ -172,14 +107,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
unsigned int offset = 0;
D3D12_VERTEX_BUFFER_VIEW vbv;
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = g_VertexBufferSize * stride;
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = fr->VertexBufferSize * stride;
vbv.StrideInBytes = stride;
ctx->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv;
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
ctx->IASetIndexBuffer(&ibv);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@ -187,34 +122,130 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ctx->SetGraphicsRootSignature(g_pRootSignature);
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup render state
// Setup blend factor
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendFactor(blend_factor);
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1;
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
return;
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
void* vtx_resource, *idx_resource;
D3D12_RANGE range;
memset(&range, 0, sizeof(D3D12_RANGE));
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
return;
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
fr->VertexBuffer->Unmap(0, &range);
fr->IndexBuffer->Unmap(0, &range);
// Setup desired DX state
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
if (pcmd->UserCallback != NULL)
{
pcmd->UserCallback(cmd_list, pcmd);
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
// Apply Scissor, Bind texture, Draw
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
if (r.right > r.left && r.bottom > r.top)
{
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
}
@ -335,7 +366,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1);
IM_ASSERT(SUCCEEDED(hr));
@ -358,8 +389,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
if (g_pFontTextureResource != NULL)
g_pFontTextureResource->Release();
SafeRelease(g_pFontTextureResource);
g_pFontTextureResource = pTexture;
}
@ -432,9 +462,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
}
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can:
// If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
@ -448,6 +478,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
ID3DBlob* vertexShaderBlob;
ID3DBlob* pixelShaderBlob;
// Create the vertex shader
{
static const char* vertexShader =
@ -478,16 +511,16 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
// Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
psoDesc.InputLayout = { local_layout, 3 };
}
@ -510,10 +543,12 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
{
vertexShaderBlob->Release();
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
}
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
}
// Create the blending setup
@ -558,7 +593,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.BackFace = desc.FrontFace;
}
if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
vertexShaderBlob->Release();
pixelShaderBlob->Release();
if (result_pipeline_state != S_OK)
return false;
ImGui_ImplDX12_CreateFontsTexture();
@ -571,21 +609,29 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!g_pd3dDevice)
return;
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
SafeRelease(g_pRootSignature);
SafeRelease(g_pPipelineState);
SafeRelease(g_pFontTextureResource);
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < g_numFramesInFlight; i++)
{
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
FrameResources* fr = &g_pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
}
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_pd3dDevice = device;
g_RTVFormat = rtv_format;
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
@ -593,14 +639,16 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
g_pFrameResources = new FrameResources[num_frames_in_flight];
g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)
{
g_pFrameResources[i].IB = NULL;
g_pFrameResources[i].VB = NULL;
g_pFrameResources[i].VertexBufferSize = 5000;
g_pFrameResources[i].IndexBufferSize = 10000;
FrameResources* fr = &g_pFrameResources[i];
fr->IndexBuffer = NULL;
fr->VertexBuffer = NULL;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
@ -610,10 +658,10 @@ void ImGui_ImplDX12_Shutdown()
{
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] g_pFrameResources;
g_pFrameResources = NULL;
g_pd3dDevice = NULL;
g_hFontSrvCpuDescHandle.ptr = 0;
g_hFontSrvGpuDescHandle.ptr = 0;
g_pFrameResources = NULL;
g_numFramesInFlight = 0;
g_frameIndex = UINT_MAX;
}

View File

@ -1,31 +1,38 @@
// ImGui Renderer for: DirectX12
// dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12DescriptorHeap;
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
// 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_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();

View File

@ -1,15 +1,21 @@
// ImGui Renderer for: DirectX9
// dear imgui: Renderer for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
@ -39,6 +45,62 @@ struct CUSTOMVERTEX
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
vp.Width = (DWORD)draw_data->DisplaySize.x;
vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
{
float L = draw_data->DisplayPos.x + 0.5f;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
D3DMATRIX mat_projection =
{ { {
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
}
// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
@ -108,83 +170,40 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
vp.Width = (DWORD)draw_data->DisplaySize.x;
vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
{
float L = draw_data->DisplayPos.x + 0.5f;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
D3DMATRIX mat_projection =
{
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
};
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
// Setup desired DX state
ImGui_ImplDX9_SetupRenderState(draw_data);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
if (pcmd->UserCallback != NULL)
{
pcmd->UserCallback(cmd_list, pcmd);
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX9_SetupRenderState(draw_data);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
g_pd3dDevice->SetTexture(0, texture);
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore the DX9 transform
@ -199,14 +218,20 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_pd3dDevice = device;
g_pd3dDevice->AddRef();
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
g_pd3dDevice = NULL;
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
static bool ImGui_ImplDX9_CreateFontsTexture()
@ -225,7 +250,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
g_FontTexture->UnlockRect(0);
// Store our identifier
@ -247,24 +272,9 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pVB)
{
g_pVB->Release();
g_pVB = NULL;
}
if (g_pIB)
{
g_pIB->Release();
g_pIB = NULL;
}
// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(g_FontTexture == io.Fonts->TexID);
if (g_FontTexture)
g_FontTexture->Release();
g_FontTexture = NULL;
io.Fonts->TexID = NULL;
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame()

View File

@ -1,13 +1,17 @@
// ImGui Renderer for: DirectX9
// dear imgui: Renderer for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct IDirect3DDevice9;
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
@ -15,6 +19,6 @@ IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();

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@ -1,26 +0,0 @@
// ImGui Platform Binding for: FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_NewFrame();
// You can call ImGui_ImplFreeGLUT_InstallFuncs() to get all those functions installed automatically,
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
IMGUI_IMPL_API void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc

View File

@ -1,11 +1,12 @@
// ImGui Platform Binding for: GLFW
// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@ -14,6 +15,14 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
@ -38,11 +47,16 @@
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
#endif
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
// Data
enum GlfwClientApi
@ -51,11 +65,18 @@ enum GlfwClientApi
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
};
static GLFWwindow* g_Window = NULL;
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0;
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
static GLFWwindow* g_Window = NULL; // Main window
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0;
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_InstalledCallbacks = false;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
static GLFWkeyfun g_PrevUserCallbackKey = NULL;
static GLFWcharfun g_PrevUserCallbackChar = NULL;
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
@ -67,47 +88,54 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
if (g_PrevUserCallbackMousebutton != NULL)
g_PrevUserCallbackMousebutton(window, button, action, mods);
if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
g_MouseJustPressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset)
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
if (g_PrevUserCallbackScroll != NULL)
g_PrevUserCallbackScroll(window, xoffset, yoffset);
ImGuiIO& io = ImGui::GetIO();
io.MouseWheelH += (float)xoffset;
io.MouseWheel += (float)yoffset;
}
void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (g_PrevUserCallbackKey != NULL)
g_PrevUserCallbackKey(window, key, scancode, action, mods);
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
(void)mods; // Modifiers are not reliable across systems
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
if (g_PrevUserCallbackChar != NULL)
g_PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
{
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
io.AddInputCharacter(c);
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
@ -119,6 +147,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendPlatformName = "imgui_impl_glfw";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
@ -136,6 +165,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
@ -150,17 +180,42 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
g_PrevUserCallbackScroll = NULL;
g_PrevUserCallbackKey = NULL;
g_PrevUserCallbackChar = NULL;
if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window);
{
g_InstalledCallbacks = true;
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}
g_ClientApi = client_api;
return true;
@ -178,6 +233,15 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown()
{
if (g_InstalledCallbacks)
{
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
g_InstalledCallbacks = false;
}
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
{
glfwDestroyCursor(g_MouseCursors[cursor_n]);
@ -241,58 +305,65 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
}
}
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();
// Gamepad navigation mapping [BETA]
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
{
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
// Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads();
}

View File

@ -1,10 +1,10 @@
// ImGui Platform Binding for: GLFW
// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
@ -16,6 +16,9 @@
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct GLFWwindow;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
@ -23,9 +26,9 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool in
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);

View File

@ -1,8 +1,15 @@
// ImGui Platform Binding for: FreeGLUT
// dear imgui: Platform Binding for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -10,11 +17,18 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-03-22: Added FreeGLUT Platform binding.
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
// 2019-03-25: Misc: Made io.DeltaTime always above zero.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-03-22: Added GLUT Platform binding.
#include "imgui.h"
#include "imgui_impl_freeglut.h"
#include "imgui_impl_glut.h"
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/freeglut.h>
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
@ -22,9 +36,16 @@
static int g_Time = 0; // Current time, in milliseconds
bool ImGui_ImplFreeGLUT_Init()
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
#ifdef FREEGLUT
io.BackendPlatformName = "imgui_impl_glut (freeglut)";
#else
io.BackendPlatformName = "imgui_impl_glut";
#endif
g_Time = 0;
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
@ -43,6 +64,7 @@ bool ImGui_ImplFreeGLUT_Init()
io.KeyMap[ImGuiKey_Space] = ' ';
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
@ -53,36 +75,41 @@ bool ImGui_ImplFreeGLUT_Init()
return true;
}
void ImGui_ImplFreeGLUT_InstallFuncs()
void ImGui_ImplGLUT_InstallFuncs()
{
glutReshapeFunc(ImGui_ImplFreeGLUT_ReshapeFunc);
glutMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
glutPassiveMotionFunc(ImGui_ImplFreeGLUT_MotionFunc);
glutMouseFunc(ImGui_ImplFreeGLUT_MouseFunc);
glutMouseWheelFunc(ImGui_ImplFreeGLUT_MouseWheelFunc);
glutKeyboardFunc(ImGui_ImplFreeGLUT_KeyboardFunc);
glutKeyboardUpFunc(ImGui_ImplFreeGLUT_KeyboardUpFunc);
glutSpecialFunc(ImGui_ImplFreeGLUT_SpecialFunc);
glutSpecialUpFunc(ImGui_ImplFreeGLUT_SpecialUpFunc);
glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
#ifdef __FREEGLUT_EXT_H__
glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
#endif
glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
}
void ImGui_ImplFreeGLUT_Shutdown()
void ImGui_ImplGLUT_Shutdown()
{
}
void ImGui_ImplFreeGLUT_NewFrame()
void ImGui_ImplGLUT_NewFrame()
{
// Setup time step
ImGuiIO& io = ImGui::GetIO();
int current_time = glutGet(GLUT_ELAPSED_TIME);
io.DeltaTime = (current_time - g_Time) / 1000.0f;
int delta_time_ms = (current_time - g_Time);
if (delta_time_ms <= 0)
delta_time_ms = 1;
io.DeltaTime = delta_time_ms / 1000.0f;
g_Time = current_time;
// Start the frame
ImGui::NewFrame();
}
static void ImGui_ImplFreeGLUT_UpdateKeyboardMods()
static void ImGui_ImplGLUT_UpdateKeyboardMods()
{
ImGuiIO& io = ImGui::GetIO();
int mods = glutGetModifiers();
@ -91,15 +118,15 @@ static void ImGui_ImplFreeGLUT_UpdateKeyboardMods()
io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
}
void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
{
// Send character to imgui
//printf("char_down_func %d '%c'\n", c, c);
ImGuiIO& io = ImGui::GetIO();
if (c >= 32)
io.AddInputCharacter(c);
io.AddInputCharacter((unsigned int)c);
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
if (c >= 1 && c <= 26)
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
@ -109,11 +136,11 @@ void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
else
io.KeysDown[c] = true;
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
ImGui_ImplGLUT_UpdateKeyboardMods();
(void)x; (void)y; // Unused
}
void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
{
//printf("char_up_func %d '%c'\n", c, c);
ImGuiIO& io = ImGui::GetIO();
@ -125,31 +152,31 @@ void ImGui_ImplFreeGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
else
io.KeysDown[c] = false;
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
ImGui_ImplGLUT_UpdateKeyboardMods();
(void)x; (void)y; // Unused
}
void ImGui_ImplFreeGLUT_SpecialFunc(int key, int x, int y)
void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
{
//printf("key_down_func %d\n", key);
ImGuiIO& io = ImGui::GetIO();
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
io.KeysDown[key + 256] = true;
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
ImGui_ImplGLUT_UpdateKeyboardMods();
(void)x; (void)y; // Unused
}
void ImGui_ImplFreeGLUT_SpecialUpFunc(int key, int x, int y)
void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
{
//printf("key_up_func %d\n", key);
ImGuiIO& io = ImGui::GetIO();
if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
io.KeysDown[key + 256] = false;
ImGui_ImplFreeGLUT_UpdateKeyboardMods();
ImGui_ImplGLUT_UpdateKeyboardMods();
(void)x; (void)y; // Unused
}
void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y)
void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)x, (float)y);
@ -163,7 +190,8 @@ void ImGui_ImplFreeGLUT_MouseFunc(int glut_button, int state, int x, int y)
io.MouseDown[button] = false;
}
void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y)
#ifdef __FREEGLUT_EXT_H__
void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)x, (float)y);
@ -173,14 +201,15 @@ void ImGui_ImplFreeGLUT_MouseWheelFunc(int button, int dir, int x, int y)
io.MouseWheel -= 1.0;
(void)button; // Unused
}
#endif
void ImGui_ImplFreeGLUT_ReshapeFunc(int w, int h)
void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h);
}
void ImGui_ImplFreeGLUT_MotionFunc(int x, int y)
void ImGui_ImplGLUT_MotionFunc(int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2((float)x, (float)y);

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