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v1.65 ... v1.71

Author SHA1 Message Date
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
122 changed files with 16225 additions and 8606 deletions

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# editorconfig.org
# 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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## 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!

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@ -1,33 +0,0 @@
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
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)
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.
(Delete everything above this section before submitting your issue.)
----
**Version/Branch of Dear ImGui:**
XXX
**Back-end file/Renderer/OS:** _(or specify if you are using a custom engine back-end)_
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp
OS: XXX
Compiler: XXX _(if the question is related to building)_
**My Issue/Question:** _(please provide context)_
**Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
```
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```
**Screenshots/Video** _(you can drag files here)_

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@ -1,8 +0,0 @@
- 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.
(Clear this form before submitting your PR)

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@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2018 Omar Cornut
Copyright (c) 2014-2019 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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@ -1,21 +1,26 @@
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)
_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can invoice for technical support, custom development etc. Email: omarcornut at gmail)._
_(This library is free as in freedom, but needs your support to sustain its development. 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 for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.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)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![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=WGHNC6MBFLZ2S)
Businesses: support continued maintenance and development via support contracts or sponsoring:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail 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).
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.
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
@ -25,9 +30,9 @@ Dear ImGui is self-contained within a few files that you can easily copy and com
- imgui_widgets.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- stb_rect_pack.h
- stb_textedit.h
- stb_truetype.h
- imstb_rectpack.h
- imstb_textedit.h
- imstb_truetype.h
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
@ -71,7 +76,7 @@ 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");
@ -85,66 +90,68 @@ Result:
### How it works
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
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.
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.
Demo Binaries
-------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20180512.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180512.zip) (Windows binaries, Dear ImGui 1.61 WIP built 2018/05/12, 5 executables)
- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables)
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
Bindings
--------
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
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: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- 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)
- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
- 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)
- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl)
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
- 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)
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy)
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
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)
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- 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)
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#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)
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935)
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
- Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort)
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
- 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)
- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
- SFML: [imgui-sfml](https://github.com/eliasdaler/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)
@ -152,10 +159,11 @@ For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Binding
Roadmap
-------
Some of the goals for 2018 are:
Some of the goals for 2019 are:
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback)
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback)
- 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))
- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make Columns better. (they are currently pretty terrible!)
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
@ -168,101 +176,88 @@ User screenshots:
<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.
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 to May 2019)
<br>[Gallery Part 9](https://github.com/ocornut/imgui/issues/2529) (May 2019 onward)
Various tools
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)
Demo window
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.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)
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)_
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png)
References
----------
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.
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/).
- [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 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.
See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
Support Forums
--------------
Support
-------
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.
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org.
For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues.
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.
Private support is available for paying customers.
Frequently Asked Question (FAQ)
-------------------------------
**Where is the documentation?**
- 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.
This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
- Run the examples/ applications and explore them.
- See demo code in 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 + effectively imgui.h.
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
**Which version should I get?**
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly.
**Who uses Dear ImGui?**
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!
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
**Why the odd dual naming, "dear imgui" vs "ImGui"?**
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this 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. Please try to refer to this library as "Dear ImGui".
**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
<br>**How can I display an image? What is ImTextureID, how does it works?**
<br>**How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.**
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
<br>**How can I load a different font than the default?**
<br>**How can I easily use icons in my application?**
<br>**How can I load multiple fonts?**
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?**
<br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)**
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
<br>**How can I help?**
See the FAQ in imgui.cpp for answers.
**How do you use Dear ImGui on a platform that may not have a mouse or keyboard?**
You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
You can 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).
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.
See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
**Can you create elaborate/serious tools with Dear ImGui?**
@ -280,45 +275,54 @@ You can alter the look of the interface to some degree: changing colors, sizes,
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 a [c-api for ImGui (cimgui)](https://github.com/Extrawurst/cimgui) by Stephan Dilly + a newer, [auto-generated cimgui](https://github.com/sonoro1234/cimgui) by sonoro1234. Both are designed for binding 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.
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.
Support dear imgui
------------------
**How can I help?**
- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](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.
**How can I help financing further development of Dear ImGui?**
Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. 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 for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.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)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![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=WGHNC6MBFLZ2S)
Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors.
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can also invoice for private support, custom development etc. contact me for details: omarcornut at gmail). Thanks!
Businesses: support continued maintenance and development via support contracts or sponsoring:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
**Platinum-chocolate sponsors**
- Blizzard Entertainment.
- **Blizzard Entertainment**.
**Double-chocolate sponsors**
- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner, Artometa, Friendly Shade.
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
**Salty caramel supporters**
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts.
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford.
**Caramel supporters**
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan.
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra.
And all other supporters; THANK YOU!
And all other past and present supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
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 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).
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.
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).
@ -329,4 +333,4 @@ Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Bin
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 +8,13 @@ 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?)
- 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?
@ -28,25 +25,34 @@ 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/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: 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/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- 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/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- scrolling/style: shadows on scrollable areas to denote that there is more contents
- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
! 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/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?
@ -55,13 +61,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: 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.
- 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: selectable: generic BeginSelectable()/EndSelectable() mechanism.
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- 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.
- 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: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
@ -73,7 +84,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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 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 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)
@ -91,21 +107,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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)
- 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: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
!- color: the color conversion helpers/types are a mess and needs sorting out.
!- color: 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!
@ -120,20 +139,23 @@ 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: 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: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc.
- button: provide a button that looks framed.
- button: provide a button that looks framed. (?)
- image/image button: misalignment on padded/bordered button?
- image/image button: 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)
- 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.
@ -142,7 +164,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- slider: step option (#1183)
- slider style: fill % of the bar instead of positioning a drag.
- knob: rotating knob widget (#942)
- drag float: power/logarithmic slider and drags are weird. (#1316)
- 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.
@ -156,7 +180,9 @@ 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
@ -168,8 +194,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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)
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- menus: menu bars inside modal windows are acting weird.
- status-bar: add a per-window status bar helper similar to what menu-bar does.
@ -177,13 +203,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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.
- 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: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- 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.
@ -193,68 +220,82 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
- 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
!- style: better default styles. (#707)
- style: better default styles. (#707)
- 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
- 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: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
- 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.
- 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: allow for multiple payload types. (#143)
- drag and drop: make payload optional? (#143)
- drag and drop: feedback when hovering a modal (cursor?)
- 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 editor (#306)
- 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.
- 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: 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: 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: 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: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541)
- 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: 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)
@ -266,8 +307,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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/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)
- 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: 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.
@ -284,32 +328,41 @@ 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: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO.
- 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: 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).
- 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*?
- 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)
- emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- 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
- 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)
- examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- examples: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- examples: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- examples: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add 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

46
docs/issue_template.md Normal file
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@ -0,0 +1,46 @@
(Click "Preview" to turn any http URL into a clickable link)
1. PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
https://discourse.dearimgui.org
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
4. 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.
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you!
----
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
**Version/Branch of Dear ImGui:**
Version: XXX
Branch: XXX _(master/viewport/docking/etc.)_
**Back-end/Renderer/Compiler/OS**
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
Compiler: XXX _(if the question is related to building or platform specific features)_
Operating System: XXX
**My Issue/Question:**
XXX _(please provide as much context as possible)_
**Screenshots/Video**
XXX _(you can drag files here)_
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
```
// Please do not forget this!
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```

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@ -0,0 +1,6 @@
(Click "Preview" to turn any http URL into a clickable link)
PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
(Clear this template before submitting your PR)

4
examples/.gitignore vendored
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@ -25,12 +25,16 @@ project.xcworkspace
xcuserdata
## Emscripten output
*.o.tmp
*.out.js
*.out.wasm
example_emscripten/example_emscripten.*
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
example_glut_opengl2/example_glut_opengl2
example_null/example_null
example_sdl_opengl2/example_sdl_opengl2
example_sdl_opengl3/example_sdl_opengl3

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@ -1,3 +1,5 @@
-----------------------------------------------------------------------
dear imgui, v1.71
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
@ -25,8 +27,8 @@ 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
---------------------------------------
@ -35,7 +37,7 @@ You can find binaries of some of those example applications at:
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
@ -43,13 +45,13 @@ You can find binaries of some of those example applications at:
- 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,
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
cursor only when an interactive drag is in progress.
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
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.
@ -71,17 +73,17 @@ 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 +91,20 @@ 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 2019)
List of Renderer Bindings in this repository:
@ -111,8 +113,8 @@ 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)
@ -120,13 +122,15 @@ 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 sdl.cpp + 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...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
@ -135,22 +139,112 @@ 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
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:
- 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 2010+
- Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
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, 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.
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_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, 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.
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 +252,8 @@ 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 +1,32 @@
# 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+
```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_primitives -o allegro5_example
```
- On Windows with Visual Studio's CLI
### 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

View File

@ -21,29 +21,34 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</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>
@ -22,20 +22,22 @@ 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.
@ -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)

View File

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

View File

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

View File

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

View File

@ -1,4 +1,3 @@
#import "Renderer.h"
#import <Metal/Metal.h>
@ -26,11 +25,9 @@
IMGUI_CHECKVERSION();
ImGui::CreateContext();
(void)ImGui::GetIO();
ImGui_ImplMetal_Init(_device);
ImGui::StyleColorsDark();
ImGui_ImplMetal_Init(_device);
}
return self;
@ -52,7 +49,7 @@
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
@ -89,7 +86,7 @@
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)
@ -115,13 +112,13 @@
ImGui::Render();
ImDrawData *drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit];
}

View File

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

View File

@ -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
}
@ -97,7 +96,7 @@
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) {

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@ -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];
@ -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];
}
@ -174,14 +174,14 @@
{
if (_window != nil)
return (_window);
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
[_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp];
return (_window);
}
@ -194,12 +194,12 @@
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 +217,14 @@
// 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;
@ -233,23 +233,24 @@
[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
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_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.

View File

@ -0,0 +1,60 @@
#
# 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.
#
# 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)
EMS = -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
#EMS += -s SAFE_HEAP=1 ## Adds overhead
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 +1,8 @@
# 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
```
em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html
```

View File

@ -0,0 +1,170 @@
// 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 '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);
// 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 +1,166 @@
// ImGui - standalone example application for GLFW + Metal, using programmable pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_metal.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>
#include <stdio.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 '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);
// 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];
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))
{
// 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 += -I../libs/gl3w `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

@ -1,5 +1,5 @@
// 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.
// 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 graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
@ -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);
@ -29,23 +39,24 @@ 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.
@ -92,7 +103,7 @@ 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 +132,14 @@ 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

@ -21,13 +21,17 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL LOADER
##---------------------------------------------------------------------
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS = -I../libs/gl3w
CXXFLAGS += -I../libs/gl3w
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
@ -44,31 +48,29 @@ CXXFLAGS = -I../libs/gl3w
ifeq ($(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
##---------------------------------------------------------------------

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

@ -1,5 +1,5 @@
// 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.
// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
#include "imgui.h"
@ -7,7 +7,7 @@
#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.
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
@ -20,7 +20,15 @@
#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)
{
@ -64,7 +72,9 @@ 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;
#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)
{
@ -72,20 +82,21 @@ 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.
@ -160,14 +171,12 @@ 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)
@ -18,7 +23,7 @@ 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(${IMGUI_DIR} ..)
@ -32,5 +37,5 @@ include_directories(${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"
@ -11,24 +18,33 @@
#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 int g_SwapChainResizeWidth = 0;
static int g_SwapChainResizeHeight = 0;
static void check_vk_result(VkResult err)
{
@ -92,6 +108,7 @@ 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 +117,7 @@ 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 +143,7 @@ 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 +194,9 @@ 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 +209,12 @@ 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 +224,12 @@ 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_CreateWindow(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 +242,86 @@ 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)
{
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);
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 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 = &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)
{
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);
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)
@ -306,14 +331,14 @@ static void glfw_error_callback(int error, const char* description)
static void glfw_resize_callback(GLFWwindow*, int w, int h)
{
g_ResizeWanted = true;
g_ResizeWidth = w;
g_ResizeHeight = h;
g_SwapChainRebuild = true;
g_SwapChainResizeWidth = w;
g_SwapChainResizeHeight = h;
}
int main(int, char**)
{
// Setup window
// Setup GLFW window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
@ -340,20 +365,22 @@ int main(int, char**)
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;
@ -363,16 +390,14 @@ 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.
@ -412,7 +437,7 @@ int main(int, char**)
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_InvalidateFontUploadObjects();
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
bool show_demo_window = true;
@ -428,11 +453,14 @@ 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;
}
if (g_SwapChainRebuild)
{
g_SwapChainRebuild = false;
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
}
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame();
@ -454,7 +482,7 @@ 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)
@ -479,7 +507,7 @@ int main(int, char**)
// Rendering
ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd);
FrameRender(wd);
FramePresent(wd);
}
@ -490,6 +518,8 @@ int main(int, char**)
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
CleanupVulkanWindow();
CleanupVulkan();
glfwDestroyWindow(window);

View File

@ -0,0 +1,68 @@
#
# 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 -lglut
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

@ -1,11 +1,18 @@
// 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 2019, 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_glut.h"
#include "../imgui_impl_opengl2.h"
#include <GL/freeglut.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
@ -32,7 +39,7 @@ 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 +64,9 @@ 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();
@ -82,35 +89,38 @@ 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::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.
@ -127,7 +137,7 @@ 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"
@ -16,20 +16,22 @@ 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.
@ -79,7 +81,7 @@ 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 +1,59 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
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 := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
# %.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

View File

@ -1,4 +1,6 @@
// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
// dear imgui: null/dummy 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

@ -15,40 +15,49 @@
#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

@ -1,5 +1,5 @@
// 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.
// 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 graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
@ -16,7 +16,7 @@
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;
@ -28,28 +28,30 @@ 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.
@ -103,7 +105,7 @@ 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

@ -21,13 +21,17 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL LOADER
##---------------------------------------------------------------------
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS = -I../libs/gl3w
CXXFLAGS += -I../libs/gl3w
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
@ -44,28 +48,27 @@ CXXFLAGS = -I../libs/gl3w
ifeq ($(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 += -I../libs/gl3w `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 += -I../libs/gl3w `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 += -I../libs/gl3w `pkg-config --cflags sdl2`
CFLAGS = $(CXXFLAGS)
endif

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

@ -1,5 +1,5 @@
// 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.
// 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 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.)
@ -9,7 +9,7 @@
#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.
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
@ -25,7 +25,7 @@
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;
@ -52,10 +52,10 @@ 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
@ -65,6 +65,8 @@ int main(int, char**)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
@ -72,22 +74,24 @@ 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.
@ -143,7 +147,7 @@ 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 +171,6 @@ 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"
@ -15,17 +22,21 @@
#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 int g_SwapChainResizeWidth = 0;
static int g_SwapChainResizeHeight = 0;
static void check_vk_result(VkResult err)
{
@ -89,6 +100,7 @@ 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 +109,7 @@ 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 +135,7 @@ 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 +186,9 @@ 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 +201,27 @@ 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_CreateWindow(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 +234,26 @@ 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)
{
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);
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
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 +269,7 @@ 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 +277,22 @@ 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 Imgui Draw Data and draw funcs into command buffer
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), 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 +301,33 @@ 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];
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);
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;
}
// 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 +349,21 @@ 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::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;
@ -350,16 +373,14 @@ 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.
@ -399,7 +420,7 @@ int main(int, char**)
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_InvalidateFontUploadObjects();
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
bool show_demo_window = true;
@ -421,8 +442,20 @@ 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_RESIZED && event.window.windowID == SDL_GetWindowID(window))
{
g_SwapChainResizeWidth = (int)event.window.data1;
g_SwapChainResizeHeight = (int)event.window.data2;
g_SwapChainRebuild = true;
}
}
if (g_SwapChainRebuild)
{
g_SwapChainRebuild = false;
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
}
// Start the Dear ImGui frame
@ -445,7 +478,7 @@ 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)
@ -470,8 +503,8 @@ int main(int, char**)
// Rendering
ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd);
FrameRender(wd);
FramePresent(wd);
}
@ -481,8 +514,11 @@ 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>
@ -109,7 +114,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -127,7 +132,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<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"
@ -15,119 +15,51 @@ 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
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.
@ -140,6 +72,7 @@ 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 +87,10 @@ 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 +114,7 @@ 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 +151,86 @@ 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; }
}
// Win32 message handler
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)
{
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);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -109,7 +113,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -127,7 +131,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<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"
@ -15,122 +15,51 @@ 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
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.
@ -158,10 +87,10 @@ 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 +114,7 @@ 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)
@ -222,8 +151,89 @@ 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 |= 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; }
}
// Win32 message handler
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)
{
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

@ -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">

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"
@ -36,17 +36,320 @@ 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
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->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 '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);
// 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;
}
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 false;
{
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; }
}
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];
@ -111,133 +414,7 @@ void ResizeSwapChain(HWND hWnd, int width, int height)
assert(g_hSwapChainWaitableObject != NULL);
}
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
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; }
}
// Win32 message handler
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
@ -261,169 +438,8 @@ 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"
@ -10,86 +10,54 @@
#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
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.
@ -102,6 +70,7 @@ 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 +78,6 @@ 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 +85,10 @@ 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 +112,7 @@ 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)
@ -184,21 +151,81 @@ 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();
}
// Win32 message handler
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)
{
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

@ -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] 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.
@ -15,6 +15,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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.
@ -58,23 +62,13 @@ 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;
@ -86,7 +80,28 @@ 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];
@ -108,7 +123,7 @@ 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 +136,26 @@ 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;
@ -151,7 +173,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO &io = ImGui::GetIO();
unsigned char *pixels;
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
@ -231,6 +253,7 @@ 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.
@ -265,6 +288,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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 +302,14 @@ 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;
@ -297,13 +326,35 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
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);
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
@ -368,21 +419,5 @@ 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

@ -1,12 +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] 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.

View File

@ -1,15 +1,20 @@
// 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: Support for large meshes (64k+ vertices) with 16-bits 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: 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.
@ -26,6 +31,9 @@
#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;
@ -50,10 +58,45 @@ 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);
// 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)
@ -163,38 +206,14 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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 +222,27 @@ 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
@ -306,9 +329,9 @@ 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
@ -348,7 +371,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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 },
@ -463,6 +486,11 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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 +505,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
g_pd3dDevice->AddRef();
return true;
}
@ -485,7 +514,7 @@ 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 +1,16 @@
// 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: Support for large meshes (64k+ vertices) with 16-bits 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
struct ID3D10Device;
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);

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: Support for large meshes (64k+ vertices) with 16-bits 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 +11,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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 +30,9 @@
#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;
@ -50,10 +58,45 @@ 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);
// 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 +128,7 @@ 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 +148,7 @@ 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)
@ -168,63 +211,43 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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
@ -313,9 +336,9 @@ 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
@ -355,7 +378,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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 },
@ -470,6 +493,11 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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 +513,8 @@ 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 +523,8 @@ 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 +1,16 @@
// 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: Support for large meshes (64k+ vertices) with 16-bits 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
struct ID3D11Device;
struct ID3D11DeviceContext;

View File

@ -1,8 +1,9 @@
// 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.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
@ -12,6 +13,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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).
@ -24,6 +30,9 @@
#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;
@ -38,111 +47,26 @@ 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;
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 +78,7 @@ 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 +96,14 @@ 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 +111,127 @@ 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)
{
if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
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)
{
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
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) };
// 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) };
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
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;
}
}
@ -432,9 +449,9 @@ 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;
@ -485,9 +502,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// 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 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
psoDesc.InputLayout = { local_layout, 3 };
}
@ -571,21 +588,28 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!g_pd3dDevice)
return;
ImGuiIO& io = ImGui::GetIO();
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.
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; 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];
if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
}
}
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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;
@ -597,10 +621,11 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
// 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 +635,10 @@ 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

@ -1,8 +1,9 @@
// 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.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
@ -10,6 +11,8 @@
// 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
enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12GraphicsCommandList;
@ -17,7 +20,7 @@ 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,

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: Support for large meshes (64k+ vertices) with 16-bits 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()
@ -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 +1,16 @@
// 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: Support for large meshes (64k+ vertices) with 16-bits 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
struct IDirect3DDevice9;
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
@ -16,5 +19,5 @@ 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();
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

@ -1,10 +1,11 @@
// 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: 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).
@ -14,6 +15,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 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 +43,11 @@
#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
// Data
enum GlfwClientApi
@ -51,11 +56,17 @@ 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[5] = { false, false, false, false, false };
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
// 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 +78,50 @@ 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];
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
if (g_PrevUserCallbackChar != NULL)
g_PrevUserCallbackChar(window, 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);
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharacter(c);
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
@ -119,6 +133,7 @@ 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;
@ -158,9 +173,19 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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);
// 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_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;
@ -241,18 +266,56 @@ 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();
@ -262,37 +325,6 @@ void ImGui_ImplGlfw_NewFrame()
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 +16,8 @@
// 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
struct GLFWwindow;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
@ -23,9 +25,8 @@ 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.
// InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any.
// InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them 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 2019, 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 <GL/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 +36,11 @@
static int g_Time = 0; // Current time, in milliseconds
bool ImGui_ImplFreeGLUT_Init()
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName ="imgui_impl_glut";
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.
@ -53,36 +69,41 @@ 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 +112,15 @@ 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 +130,11 @@ 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 +146,31 @@ 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 +184,8 @@ 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 +195,15 @@ 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);

View File

@ -0,0 +1,35 @@
// 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 2019, 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.
// https://github.com/ocornut/imgui
#pragma once
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc

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@ -1,8 +1,10 @@
// ImGui Renderer + Platform Binding for: Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of ImGui)
// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Missing features:
// [ ] Renderer: Clipping rectangles are not honored.
// 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 +12,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_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.
@ -37,12 +41,12 @@ static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
// (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_Marmalade_RenderDrawData(ImDrawData* draw_data)
{
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO();
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Render command lists
for(int n = 0; n < draw_data->CmdListsCount; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
@ -51,9 +55,9 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
for( int i=0; i < nVert; i++ )
for (int i = 0; i < nVert; i++)
{
// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
// FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
@ -75,6 +79,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
}
else
{
// FIXME: Not honoring ClipRect fields.
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
@ -162,8 +167,7 @@ int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
{
ImGuiIO& io = ImGui::GetIO();
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
if ((e->m_Char > 0 && e->m_Char < 0x10000))
io.AddInputCharacter((unsigned short)e->m_Char);
io.AddInputCharacter((unsigned int)e->m_Char);
return 0;
}
@ -214,6 +218,8 @@ void ImGui_Marmalade_InvalidateDeviceObjects()
bool ImGui_Marmalade_Init(bool install_callbacks)
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;

View File

@ -1,4 +1,5 @@
// ImGui Renderer + Platform Binding for: Marmalade + IwGx
// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
@ -7,8 +8,7 @@
// 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
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
#pragma once
IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();

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@ -1,8 +1,9 @@
// ImGui Renderer for: Metal
// dear imgui: Renderer for Metal
// This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits 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.

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@ -1,8 +1,9 @@
// ImGui Renderer for: Metal
// dear imgui: Renderer for Metal
// This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits 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.
@ -10,13 +11,17 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-05: Metal: Added new Metal backend implementation.
#include "imgui.h"
#include "imgui_impl_metal.h"
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
// #import <QuartzCore/CAMetalLayer.h> // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
#import <simd/simd.h>
#pragma mark - Support classes
@ -54,6 +59,12 @@
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
- (id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device;
- (void)emptyRenderPipelineStateCache;
- (void)setupRenderState:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
vertexBuffer:(MetalBuffer *)vertexBuffer
vertexBufferOffset:(size_t)vertexBufferOffset;
- (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder;
@ -65,11 +76,15 @@ static MetalContext *g_sharedMetalContext = nil;
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
g_sharedMetalContext = [[MetalContext alloc] init];
});
ImGui_ImplMetal_CreateDeviceObjects(device);
return true;
@ -82,7 +97,7 @@ void ImGui_ImplMetal_Shutdown()
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
{
IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init?");
IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
}
@ -96,7 +111,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
{
[g_sharedMetalContext makeFontTextureWithDevice:device];
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
@ -128,9 +143,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{
if ((self = [super init]))
if ((self = [super init]))
{
_buffer = buffer;
_lastReuseTime = [NSDate date].timeIntervalSince1970;
@ -142,9 +157,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
{
if ((self = [super init]))
if ((self = [super init]))
{
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
@ -154,7 +169,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
- (nonnull id)copyWithZone:(nullable NSZone *)zone
- (nonnull id)copyWithZone:(nullable NSZone *)zone
{
FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount;
@ -164,7 +179,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return copy;
}
- (NSUInteger)hash
- (NSUInteger)hash
{
NSUInteger sc = _sampleCount & 0x3;
NSUInteger cf = _colorPixelFormat & 0x3FF;
@ -174,7 +189,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return hash;
}
- (BOOL)isEqual:(id)object
- (BOOL)isEqual:(id)object
{
FramebufferDescriptor *other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]])
@ -191,7 +206,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
@implementation MetalContext
- (instancetype)init {
if ((self = [super init]))
if ((self = [super init]))
{
_renderPipelineStateCache = [NSMutableDictionary dictionary];
_bufferCache = [NSMutableArray array];
@ -200,7 +215,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
{
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
@ -212,7 +227,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
{
ImGuiIO &io = ImGui::GetIO();
unsigned char* pixels;
@ -233,17 +248,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
self.fontTexture = texture;
}
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
NSTimeInterval now = [NSDate date].timeIntervalSince1970;
// Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0)
if (now - self.lastBufferCachePurge > 1.0)
{
NSMutableArray *survivors = [NSMutableArray array];
for (MetalBuffer *candidate in self.bufferCache)
for (MetalBuffer *candidate in self.bufferCache)
{
if (candidate.lastReuseTime > self.lastBufferCachePurge)
if (candidate.lastReuseTime > self.lastBufferCachePurge)
{
[survivors addObject:candidate];
}
@ -251,51 +266,51 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
self.bufferCache = [survivors mutableCopy];
self.lastBufferCachePurge = now;
}
// See if we have a buffer we can reuse
MetalBuffer *bestCandidate = nil;
for (MetalBuffer *candidate in self.bufferCache)
for (MetalBuffer *candidate in self.bufferCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate;
if (bestCandidate != nil)
if (bestCandidate != nil)
{
[self.bufferCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now;
return bestCandidate;
}
// No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
return [[MetalBuffer alloc] initWithBuffer:backing];
}
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
{
[self.bufferCache addObject:buffer];
}
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
{
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// Thie hit rate for this cache should be very near 100%.
// The hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
if (renderPipelineState == nil)
if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
// Cache render pipeline state for later reuse
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
}
return renderPipelineState;
}
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
{
NSError *error = nil;
NSString *shaderSource = @""
"#include <metal_stdlib>\n"
"using namespace metal;\n"
@ -331,23 +346,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
" return half4(in.color) * texColor;\n"
"}\n";
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
if (library == nil)
if (library == nil)
{
NSLog(@"Error: failed to create Metal library: %@", error);
return nil;
}
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
if (vertexFunction == nil || fragmentFunction == nil)
if (vertexFunction == nil || fragmentFunction == nil)
{
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
return nil;
}
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
@ -361,7 +376,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction;
@ -377,49 +392,45 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil)
if (error != nil)
{
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
}
return renderPipelineState;
}
- (void)emptyRenderPipelineStateCache
- (void)emptyRenderPipelineStateCache
{
[self.renderPipelineStateCache removeAllObjects];
}
- (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
- (void)setupRenderState:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
renderPipelineState:(id<MTLRenderPipelineState>)renderPipelineState
vertexBuffer:(MetalBuffer *)vertexBuffer
vertexBufferOffset:(size_t)vertexBufferOffset
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO &io = ImGui::GetIO();
int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
drawData->ScaleClipRects(io.DisplayFramebufferScale);
[commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport =
{
MTLViewport viewport =
{
.originX = 0.0,
.originY = 0.0,
.width = double(fb_width),
.height = double(fb_height),
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
.znear = 0.0,
.zfar = 1.0
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x;
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
float T = drawData->DisplayPos.y;
@ -433,79 +444,101 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
};
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
size_t vertexBufferLength = 0;
size_t indexBufferLength = 0;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
}
- (void)renderDrawData:(ImDrawData *)drawData
commandBuffer:(id<MTLCommandBuffer>)commandBuffer
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:0];
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
ImVec2 pos = drawData->DisplayPos;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
ImDrawIdx idx_buffer_offset = 0;
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback (registered via ImDrawList::AddCallback)
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)
[self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x),
MTLScissorRect scissorRect =
{
.x = NSUInteger(clip_rect.x),
.y = NSUInteger(clip_rect.y),
.width = NSUInteger(clip_rect.z - clip_rect.x),
.height = NSUInteger(clip_rect.w - clip_rect.y) };
.height = NSUInteger(clip_rect.w - clip_rect.y)
};
[commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw
if (pcmd->TextureId != NULL)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
indexBuffer:indexBuffer.buffer
indexBufferOffset:indexBufferOffset + idx_buffer_offset];
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
}
}
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
}
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
__weak id weakSelf = self;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf enqueueReusableBuffer:vertexBuffer];

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@ -1,4 +1,4 @@
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
@ -13,11 +13,14 @@
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
// CHANGELOG
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@ -42,6 +45,7 @@
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
@ -53,6 +57,9 @@ static GLuint g_FontTexture = 0;
// Functions
bool ImGui_ImplOpenGL2_Init()
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl2";
return true;
}
@ -67,26 +74,9 @@ void ImGui_ImplOpenGL2_NewFrame()
ImGui_ImplOpenGL2_CreateDeviceObjects();
}
// OpenGL2 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)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
@ -99,10 +89,17 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@ -111,9 +108,34 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
// OpenGL2 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)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup GL state
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
// Setup desired GL state
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -128,12 +150,22 @@ void ImGui_ImplOpenGL2_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_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
@ -148,7 +180,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
}
}
// Restore modified state
// Restore modified GL state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);

View File

@ -1,4 +1,4 @@
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
@ -13,9 +13,11 @@
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();

View File

@ -1,9 +1,11 @@
// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits 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.
@ -11,6 +13,16 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
@ -34,17 +46,17 @@
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120
// 3.0 130
// 3.1 140
// 2.1 120 "#version 120"
// 3.0 130 "#version 130"
// 3.1 140 "#version 140"
// 3.2 150 "#version 150"
// 3.3 330
// 4.0 400
// 3.3 330 "#version 330 core"
// 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core"
// 4.2 420
// 4.3 430
// ES 2.0 100 "#version 100"
// ES 3.0 300 "#version 300 es"
// 4.2 420 "#version 410 core"
// 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" = WebGL 2.0
//----------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
@ -63,44 +75,65 @@
#include "TargetConditionals.h"
#endif
// iOS, Android and Emscripten can use GL ES 3
// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
#define USE_GL_ES3
// Auto-detect GL version
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#endif
#endif
#ifdef USE_GL_ES3
// OpenGL ES 3
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#include <GLES3/gl3.h> // Use GL ES 3
#else
// Regular OpenGL
// 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>
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h>
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h>
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
#else
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
#endif
// OpenGL Data
static char g_GlslVersionString[32] = "";
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#ifdef USE_GL_ES3
#if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL)
glsl_version = "#version 300 es";
#else
@ -110,6 +143,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
// Make a dummy GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
return true;
}
@ -124,45 +164,8 @@ void ImGui_ImplOpenGL3_NewFrame()
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
// OpenGL3 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)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
#ifdef GL_SAMPLER_BINDING
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
#endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
@ -175,7 +178,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@ -194,57 +197,135 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#ifdef GL_SAMPLER_BINDING
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
// Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
GLuint vao_handle = 0;
glGenVertexArrays(1, &vao_handle);
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
// Draw
ImVec2 pos = draw_data->DisplayPos;
(void)vertex_array_object;
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glEnableVertexAttribArray(g_AttribLocationVtxPos);
glEnableVertexAttribArray(g_AttribLocationVtxUV);
glEnableVertexAttribArray(g_AttribLocationVtxColor);
glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
// OpenGL3 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)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
#ifdef GL_SAMPLER_BINDING
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
#endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
#endif
#ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
if (last_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifndef IMGUI_IMPL_OPENGL_ES2
glGenVertexArrays(1, &vertex_array_object);
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
// Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
if (clip_origin_lower_left)
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
else
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
#else
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
#endif
}
}
idx_buffer_offset += pcmd->ElemCount;
}
}
glDeleteVertexArrays(1, &vao_handle);
// Destroy the temporary VAO
#ifndef IMGUI_IMPL_OPENGL_ES2
glDeleteVertexArrays(1, &vertex_array_object);
#endif
// Restore modified GL state
glUseProgram(last_program);
@ -253,7 +334,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
@ -283,7 +366,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
@ -306,49 +391,52 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture()
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version.
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if (status == GL_FALSE)
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
if (log_length > 0)
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return status == GL_TRUE;
return (GLboolean)status == GL_TRUE;
}
// If you get an error please report on github. You may try different GL context version or GLSL version.
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if (status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
if (log_length > 0)
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return status == GL_TRUE;
return (GLboolean)status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
@ -462,7 +550,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version == 410)
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
@ -499,9 +587,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &g_VboHandle);
@ -512,7 +600,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array);
#endif
return true;
}

View File

@ -1,25 +1,33 @@
// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits 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
// About OpenGL function loaders:
// 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.
// About GLSL version:
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
// Set default OpenGL loader to be gl3w
#pragma once
// Specific OpenGL versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Set default OpenGL3 loader to be gl3w
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \

View File

@ -1,10 +1,12 @@
// ImGui Platform Binding for: OSX / Cocoa
// dear imgui: Platform Binding for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
@class NSEvent;
@class NSView;

View File

@ -1,10 +1,12 @@
// ImGui Platform Binding for: OSX / Cocoa
// dear imgui: Platform Binding for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
#include "imgui.h"
#include "imgui_impl_osx.h"
@ -12,10 +14,24 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-07-07: Initial version.
// Data
static CFAbsoluteTime g_Time = 0.0;
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
static bool g_MouseCursorHidden = false;
// Undocumented methods for creating cursors.
@interface NSCursor()
+ (id)_windowResizeNorthWestSouthEastCursor;
+ (id)_windowResizeNorthEastSouthWestCursor;
+ (id)_windowResizeNorthSouthCursor;
+ (id)_windowResizeEastWestCursor;
@end
// Functions
bool ImGui_ImplOSX_Init()
@ -23,10 +39,11 @@ bool ImGui_ImplOSX_Init()
ImGuiIO& io = ImGui::GetIO();
// Setup back-end capabilities flags
//io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
io.BackendPlatformName = "imgui_impl_osx";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
const int offset_for_function_keys = 256 - 0xF700;
@ -51,33 +68,21 @@ bool ImGui_ImplOSX_Init()
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.SetClipboardTextFn = [](void*, const char* str) -> void
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
};
io.GetClipboardTextFn = [](void*) -> const char*
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
if (![available isEqualToString:NSPasteboardTypeString])
return NULL;
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
if (string == nil)
return NULL;
const char* string_c = (const char*)[string UTF8String];
size_t string_len = strlen(string_c);
static ImVector<char> s_clipboard;
s_clipboard.resize((int)string_len + 1);
strcpy(s_clipboard.Data, string_c);
return s_clipboard.Data;
};
// Load cursors. Some of them are undocumented.
g_MouseCursorHidden = false;
g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
// We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers,
// because imgui.cpp has a default for them that works with OSX.
return true;
}
@ -85,6 +90,34 @@ void ImGui_ImplOSX_Shutdown()
{
}
static void ImGui_ImplOSX_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
if (!g_MouseCursorHidden)
{
g_MouseCursorHidden = true;
[NSCursor hide];
}
}
else
{
// Show OS mouse cursor
[g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set];
if (g_MouseCursorHidden)
{
g_MouseCursorHidden = false;
[NSCursor unhide];
}
}
}
void ImGui_ImplOSX_NewFrame(NSView* view)
{
// Setup display size
@ -99,6 +132,8 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
io.DeltaTime = current_time - g_Time;
g_Time = current_time;
ImGui_ImplOSX_UpdateMouseCursor();
}
static int mapCharacterToKey(int c)
@ -187,8 +222,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
for (int i = 0; i < len; i++)
{
int c = [str characterAtIndex:i];
if (c < 0xF700 && !io.KeyCtrl)
io.AddInputCharacter(c);
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF))
io.AddInputCharacter((unsigned int)c);
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
int key = mapCharacterToKey(c);
@ -233,6 +268,6 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
resetKeys();
return io.WantCaptureKeyboard;
}
return false;
}

View File

@ -1,11 +1,13 @@
// ImGui Platform Binding for: SDL2
// dear imgui: Platform Binding for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@ -15,17 +17,22 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 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_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
@ -36,17 +43,15 @@
#include "imgui_impl_sdl.h"
// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
#include <SDL.h>
#include <SDL_syswm.h>
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// Data
static SDL_Window* g_Window = NULL;
static Uint64 g_Time = 0;
@ -71,7 +76,8 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
// - 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_ImplSDL2_ProcessEvent(SDL_Event* event)
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
@ -112,7 +118,7 @@ bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event)
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
{
g_Window = window;
@ -120,6 +126,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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_sdl";
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
@ -177,9 +184,9 @@ bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
#endif
return ImGui_ImplSDL2_Init(window);
}
@ -215,7 +222,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window)
{
@ -229,7 +236,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
io.MousePos = ImVec2((float)mx, (float)my);
}
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// The function is only supported from SDL 2.0.4 (released Jan 2016)
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
@ -259,10 +266,51 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
}
}
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Get gamepad
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
if (!game_controller)
{
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
return;
}
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
#undef MAP_BUTTON
#undef MAP_ANALOG
}
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
{
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 (every frame to accommodate for window resizing)
int w, h;
@ -270,7 +318,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
SDL_GetWindowSize(window, &w, &h);
SDL_GL_GetDrawableSize(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 (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency();
@ -280,4 +329,7 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
ImGui_ImplSDL2_UpdateMousePosAndButtons();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL2_UpdateGamepads();
}

View File

@ -1,4 +1,4 @@
// ImGui Platform Binding for: SDL2
// dear imgui: Platform Binding for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
@ -6,6 +6,7 @@
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@ -13,6 +14,8 @@
// 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
struct SDL_Window;
typedef union SDL_Event SDL_Event;
@ -20,4 +23,4 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* s
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(SDL_Event* event);
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);

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@ -1,6 +1,8 @@
// ImGui Renderer for: Vulkan
// dear imgui: Renderer for Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
@ -8,25 +10,35 @@
// 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
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// 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.
#pragma once
#include <vulkan/vulkan.h>
#define IMGUI_VK_QUEUED_FRAMES 2
// Please zero-clear before use.
// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
struct ImGui_ImplVulkan_InitInfo
{
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkPipelineCache PipelineCache;
VkDescriptorPool DescriptorPool;
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkPipelineCache PipelineCache;
VkDescriptorPool DescriptorPool;
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
};
// Called by user code
@ -35,52 +47,58 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateFontUploadObjects();
// Called by ImGui_ImplVulkan_Init() might be useful elsewhere.
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
//-------------------------------------------------------------------------
// You probably do NOT need to use or care about those functions.
// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
//
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
// (those functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
//-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_FrameData;
struct ImGui_ImplVulkanH_WindowData;
struct ImGui_ImplVulkanH_Frame;
struct ImGui_ImplVulkanH_Window;
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator, int w, int h);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindowData(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator);
// Helpers
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
// Helper structure to hold the data needed by one rendering frame
struct ImGui_ImplVulkanH_FrameData
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
// [Please zero-clear before use!]
struct ImGui_ImplVulkanH_Frame
{
uint32_t BackbufferIndex; // Keep track of recently rendered swapchain frame indices
VkCommandPool CommandPool;
VkCommandBuffer CommandBuffer;
VkFence Fence;
VkImage Backbuffer;
VkImageView BackbufferView;
VkFramebuffer Framebuffer;
};
struct ImGui_ImplVulkanH_FrameSemaphores
{
VkSemaphore ImageAcquiredSemaphore;
VkSemaphore RenderCompleteSemaphore;
IMGUI_IMPL_API ImGui_ImplVulkanH_FrameData();
};
// Helper structure to hold the data needed by one rendering context into one OS window
struct ImGui_ImplVulkanH_WindowData
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
struct ImGui_ImplVulkanH_Window
{
int Width;
int Height;
@ -91,13 +109,17 @@ struct ImGui_ImplVulkanH_WindowData
VkRenderPass RenderPass;
bool ClearEnable;
VkClearValue ClearValue;
uint32_t BackBufferCount;
VkImage BackBuffer[16];
VkImageView BackBufferView[16];
VkFramebuffer Framebuffer[16];
uint32_t FrameIndex;
ImGui_ImplVulkanH_FrameData Frames[IMGUI_VK_QUEUED_FRAMES];
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
ImGui_ImplVulkanH_Frame* Frames;
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
IMGUI_IMPL_API ImGui_ImplVulkanH_WindowData();
ImGui_ImplVulkanH_Window()
{
memset(this, 0, sizeof(*this));
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
ClearEnable = true;
}
};

View File

@ -1,10 +1,11 @@
// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#include "imgui.h"
#include "imgui_impl_win32.h"
@ -12,10 +13,16 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <XInput.h>
#include <tchar.h>
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
@ -28,7 +35,7 @@
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data
@ -36,6 +43,8 @@ static HWND g_hWnd = 0;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
static bool g_HasGamepad = false;
static bool g_WantUpdateHasGamepad = true;
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
@ -50,6 +59,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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_win32";
io.ImeWindowHandle = hwnd;
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
@ -130,14 +140,67 @@ static void ImGui_ImplWin32_UpdateMousePos()
// Set mouse position
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
POINT pos;
if (::GetActiveWindow() == g_hWnd && ::GetCursorPos(&pos))
if (::ScreenToClient(g_hWnd, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
if (HWND active_window = ::GetForegroundWindow())
if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
}
#ifdef _MSC_VER
#pragma comment(lib, "xinput")
#endif
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
if (g_WantUpdateHasGamepad)
{
XINPUT_CAPABILITIES caps;
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
g_WantUpdateHasGamepad = false;
}
XINPUT_STATE xinput_state;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
{
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
}
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
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 (every frame to accommodate for window resizing)
RECT rect;
@ -167,19 +230,25 @@ void ImGui_ImplWin32_NewFrame()
g_LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
// Update game controllers (if enabled and available)
ImGui_ImplWin32_UpdateGamepads();
}
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
#endif
#ifndef DBT_DEVNODES_CHANGED
#define DBT_DEVNODES_CHANGED 0x0007
#endif
// Process Win32 mouse/keyboard inputs.
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.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.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
@ -192,11 +261,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
::SetCapture(hwnd);
io.MouseDown[button] = true;
@ -205,11 +276,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
case WM_XBUTTONUP:
{
int button = 0;
if (msg == WM_LBUTTONUP) button = 0;
if (msg == WM_RBUTTONUP) button = 1;
if (msg == WM_MBUTTONUP) button = 2;
if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; }
if (msg == WM_MBUTTONUP) { button = 2; }
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
io.MouseDown[button] = false;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
::ReleaseCapture();
@ -233,13 +306,16 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
io.AddInputCharacter((unsigned int)wParam);
return 0;
case WM_SETCURSOR:
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
return 1;
return 0;
case WM_DEVICECHANGE:
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
g_WantUpdateHasGamepad = true;
return 0;
}
return 0;
}

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