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v1.71 ... v1.75

Author SHA1 Message Date
58b3e02b95 Version 1.75
Comments
2020-02-10 14:02:41 +01:00
d37d25470a Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. 2020-02-09 17:08:33 +01:00
f694244dec InputText: Fix using a combination of _CallbackResize + _EnterReturnsTrue + lack of persisting user storage. (#3009)
Amend 24ff25981 (#2006, #1443, #1008)
2020-02-04 15:19:49 +01:00
bdbb2b21f5 Fix 83efdcec from overflowing buffer + make it a single undo records + comments (#3008) 2020-02-03 17:39:20 +01:00
83efdcec8d Canceling text input with [esc] key uses stb_textedit facilities to restore original value. This makes restoration undoable using hotkeys.
Fixes #3008.
2020-02-03 15:50:17 +01:00
5a437f198c Internals: GetItemStatusFlags(). Added Comments. 2020-02-02 21:01:22 +01:00
fc42528f13 When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we test both the focused/clicked window (which could be a child window) and the root window. 2020-01-31 18:28:49 +01:00
fc41839cab Focus: Reworking FocusWindow() so in Docking branch we can fix CTRL+Tab being out of order on Docked windows because WindowsFocusOreder is poorly maintained.
When merging this and d9bca0d8 in Docking we'll replace two ocurrences of RootWindow with RootWindowDockStop.
2020-01-31 18:27:40 +01:00
fb257eef3e Internals: Update ->RootWindow and other links before applying the SetNextWindowXXX stuff. This is so FocusWindow() can always assume that ->RootWindow != NULL. 2020-01-31 18:25:57 +01:00
d9bca0d853 Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787) 2020-01-31 14:42:59 +01:00
d19297e2fa InputTextMultiline: Provide label to BeginChildEx so internal window name hold a little more context. 2020-01-31 14:42:59 +01:00
47fab0e166 Misc renaming, comments. Docs: add missing spacing to Changelog. 2020-01-31 14:42:59 +01:00
9cff4d6e5e Columns: ImDrawList::Channels* functions now work inside columns.
Use a private splitter in columns, paving way for removal of obsolete ImDrawList::Channels* functions.
2020-01-31 12:02:56 +01:00
05a49f0413 Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] 2020-01-30 17:15:15 +01:00
8cbb693f47 Emscripten: Allow filesystem support. (#3005)
Filesystem functions perfectly work for Emscripten platform. This changes remove extra changes added by #2734.
You can still disable filesystem functions by defining IMGUI_DISABLE_FILE_FUNCTIONS.
2020-01-30 16:26:09 +01:00
6e1f8be07b Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) 2020-01-30 15:13:36 +01:00
0a23582718 Examples: VS projects: Removed inconsistent/extraneous explicit linkage to imm32. 2020-01-29 20:11:42 +01:00
0e89041997 Internals: ButtonEx, ButtonBehavior can support multiple mouse buttons. 2020-01-29 18:55:49 +01:00
5f4dfad5b7 Merge misc/shallow changes from Docking to reduce drift.
Most are comments. Fix menu bar clipping: 07ff47bf1b
2020-01-28 20:06:34 +01:00
6c1a73774d Tooltip: Testing DragDropWithinSourceOrTarget in BeginTooltipEx() instead of just BeginTooltip() - feel this was an overlook. Added tooltip flags instead of using bool. 2020-01-27 22:02:43 +01:00
4d4e3b97f4 TODO, Readme
(dropped TreeNode_NoIndent flag from todo, as it feels unnecessary)
2020-01-27 12:37:06 +01:00
b887259974 Bindings: Improved FreeGLUT support for MinGW (#3004) 2020-01-27 12:11:29 +01:00
f6da5000bf Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. (#3000) 2020-01-23 16:20:37 +01:00
5363af7f47 AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts (amends)
Tweak default max error value, Changelog, comments, path-fast for 12 segments circles, made LUT store ImU8
2020-01-23 14:55:05 +01:00
051ce0765e AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts 2020-01-23 14:52:48 +01:00
2eda3585e7 Fixed hoverable/focus bug introduced in 3fe6ae97 (#2997)
+ ArrowButtonEx() internal bits.
2020-01-22 15:20:49 +01:00
7a22767483 CI: Add MSVC extra warnings build and correct labels of other extra warnings builds. 2020-01-22 14:17:03 +01:00
3fe6ae9732 Internals: Move some Nav functions and members around (no functional change) + Misc comments 2020-01-20 18:19:03 +01:00
0a3df4b2ce Update FAQ.md 2020-01-20 14:28:01 +01:00
15c6abe4be Internals: Standard math functions default redirection uses a define instead of an extraneous inline function call 2020-01-20 11:48:17 +01:00
8bcac7d95c Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released.
Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
2020-01-17 15:18:33 +01:00
e499497ec5 Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends. (#2976)
Even if realistically it is difficult to make good use of under Windows.
+ Style editor: Use a more explicit form of RadioButton() to avoid being depending on underlying flags type. (#2983)
2020-01-17 15:06:22 +01:00
2478dbfdb7 Disable warning C5054 introduced in VS 2019 16.2 (#2983) 2020-01-17 14:18:16 +01:00
6c00d1916e Disable format checks when using stb_sprintf.h
STB sprintf allows extra formats like %b or %$d. If ImGui is configured
to use STB sprintf, it generates warnings with GCC and clang when using
such formats because it keeps applying default printf-style warnings.
This commit disables printf-style warnings when using STB sprintf.

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

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

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

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

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

## EllipsisCodePoint

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

## Narrow ellipsis

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

## Fallback (manually rendered dots)

There are cases when font does not have ellipsis character defined. In this case RenderTextEllipsis() falls back to rendering ellipsis as 3 dots, but with reduced spacing between them. 1 pixel space is used in all cases. This results in a somewhat wider ellipsis, but avoids issues where spaces between dots are uneven (visible in larger/monospace fonts) or squish dots way too much (visible in default font where dot is essentially a pixel). This fallback method obsoleted `RenderPixelEllipsis()` and this function was removed. Note that fallback ellipsis will always be somewhat wider than it could be, however it will fit in visually into every font used unlike what `RenderPixelEllipsis()` produced.
2019-09-17 11:13:07 +02:00
404dc0367e BeginTabItem: Fixed case where right-most tab would create an extraneous draw calls (probably related to other tab fitting code in 1.73 wip) 2019-09-17 11:12:33 +02:00
e7e88ed413 Examples: SDL/GLFW + OpenGL3: Fixes for Makefile (#2774)
- append CXXFLAGS instead of overwriting them
- add glad.c build rule
2019-09-17 17:04:40 +09:00
Qix
561e7dd490 Fix signed types warning in pasteboard handler (#2786) 2019-09-17 16:21:09 +09:00
3dcf323c35 Columns: Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones.
Fixed rounding issues also leading to change of ScrollMax depending on visible items (in particular negative coordinate would be rounded differently)
2019-09-16 19:15:43 +02:00
b05f6f6f50 Nav, Scrolling: Added support for Home/End key. (#787) 2019-09-16 19:01:40 +02:00
3cf519c9cb Fix DragScalar for unsigned types (#2780)
decreasing the value was broken on arm64
2019-09-16 19:01:39 +02:00
cc288e073c Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted. 2019-09-16 12:08:40 +02:00
c077dd4872 Fixed missing IMGUI_API for IsMouseDragPastThreshold(). 2019-08-31 19:59:51 +02:00
0537ac005f ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. 2019-08-30 20:33:35 +02:00
b59ec7b9b7 DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. 2019-08-30 20:30:21 +02:00
3f99890f40 TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
Before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations. Amend f95c77eeea.
2019-08-29 14:57:34 +02:00
f8d3d8d7f5 TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. 2019-08-29 12:21:09 +02:00
bfcdaeb610 Disable with ConfigWindowsMemoryCompactTimer < 0.0f (#2636) 2019-08-28 20:30:36 +02:00
62f75c7fb1 Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) 2019-08-28 20:28:36 +02:00
45a0db5979 Demo: PlotLine example displays the average value. (#2759) + extra comments 2019-08-28 19:23:43 +02:00
c8418015c2 SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765)
+  misc minor stuff.
2019-08-28 15:19:10 +02:00
bcdb89ab07 Rebased imstb_rectpack on stb_rect_pack v1.00. 2019-08-28 09:53:21 +02:00
cb538fadfe Internals: Storing settings using ImVec2ih to match what we are doing with dock node. + removed ImMax from reading Size value (done in Begin) + removed seemingly unnecessary FLT_MAX compare in SettingsHandlerWindow_WriteAll.
About: Added backquote to text copied into clipboard so it doesn't mess up with github formatting when pasted.
2019-08-23 12:02:52 +02:00
c4ff1b3578 ImDrawList: clarified the name of many parameters so reading the code is a little easier. (#2740) 2019-08-22 17:43:57 +02:00
3fb5cf3541 Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) 2019-08-22 16:55:42 +02:00
c4b0bf718a More typos in comments (#2738) 2019-08-22 11:40:37 +02:00
a856c670c1 TabBar: fixed single-tab not shrinking their width down.
+ minor typo fixes (#2738)
2019-08-22 11:38:58 +02:00
a33cedda14 Internals: Renaming window size calc functions. 2019-08-19 21:48:52 +02:00
7abd41bd5f TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space. 2019-08-19 20:38:17 +02:00
9fce278918 ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0).
2019-08-16 11:46:11 +02:00
88bf056a9f Removing Funding file (unnecessary as we'll switch services) 2019-08-15 14:51:38 +02:00
7d2cfa6ff1 Create FUNDING.yml 2019-08-15 14:49:18 +02:00
2e756d5b47 Explicit narrowing cast from size_t to UINT (#2726)
Clang: `non-constant-expression cannot be narrowed from type 'size_t' (aka 'unsigned long long') to 'UINT' (aka 'unsigned int') in initializer list [-Wc++11-narrowing]`
2019-08-12 22:31:49 +02:00
62143dff64 Backends: Vulkan: Added support for specifying multisample count. (#2705, #2706) 2019-08-01 11:10:01 -07:00
6cf4743f17 Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). 2019-08-01 10:58:41 -07:00
f624455d7b Version 1.73 WIP 2019-08-01 10:57:13 -07:00
9bd7846f07 Internal: Made ScrollToBringRectIntoView() handle recursing back to scroll parent window, so the function can be called elsewhere (instead of 1 deep recursion done in NavUpdateMoveResult(). 2019-07-31 18:37:55 -07:00
6a0d0dab5a Version 1.72b (patch for nav) 2019-07-31 14:31:06 -07:00
27079e68c2 Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation. 2019-07-31 14:31:06 -07:00
4cfaf7d89c Scrolling, Nav: Fixed programmatic scroll leading to a slightly incorrect scroll offset when the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. Fix/amend a0994d74. 2019-07-31 14:31:06 -07:00
3548fb8013 Internal refactor: moved all Scroll related functions in a same spot. 2019-07-30 20:04:02 -07:00
1b1e539288 Internal: Moved NavScrollToBringItemIntoView() declaration to imgui_internal.h. Fixed spacing missing in 494d804. Fixed changelog wreck from 1.72. 2019-07-30 18:21:44 -07:00
5ef7445d92 Internal: Avoid using GImGui multiple times in same function. 2019-07-30 16:51:12 -07:00
494d804735 Internal: Added ImGuiInputTextState::ClearText() helper. 2019-07-30 15:02:40 -07:00
85ad8e0e2e Nav: Fixed an issue with NavFlattened window flag where widgets not entirely fitting in child window (often selectable because of their extruded bits) would be not considered to navigate toward the child window. (#787)
This creates a little bit of tension because g.NavDisableHighlight tends to makes the reference point not always visible.
Amend c665c15a7d
2019-07-30 14:27:25 -07:00
9183e7c426 Version 1.73 WIP 2019-07-29 15:54:32 -07:00
ecb9b1e2eb Version 1.72 2019-07-27 18:15:07 -07:00
7a26a49f08 Internal: Added IsMouseDragPastThreshold(). Tweaks. Todo.
Demo: Showing how to use the format parameter of Slider/Drag functions to display the name of an enum value instead of the underlying integer value
2019-07-26 17:19:01 -07:00
d057550209 Fixed Clang 8.0 warning "empty expression statement has no effect; remove unnecessary ';' to silence this" warning [-Wextra-semi-stmt]
+ Comment
2019-07-24 17:07:05 -07:00
824e8c53b4 Internals: Added IMGUI_DEBUG_INI_SETTINGS. Made IMGUI_DEBUG_LOG redefinable in imconfig.h. Comments. Fix to allow Metrics's NodeWindow() being called with a NULL window. 2019-07-23 21:37:09 -07:00
baae057a03 Internals: Merge in minor noise from wip Tables branch to simplify further merging. 2019-07-23 13:28:36 -07:00
51853292cc ImDrawList: Using ImDrawCornerFlags instead of int in various apis.
Demo: Using ImGuiColorEditrFlags instead of int.
2019-07-23 10:41:48 -07:00
1820aaf444 imgui_freetype: Initialize FT_MemoryRec_ struct manually (#2686)
This fixes gcc warning: missing field 'alloc' initializer [-Wmissing-field-initializers]
2019-07-23 09:41:27 -07:00
26f14e056c Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or until a short delay expires (2 seconds). This allow uninterrupted scroll even if child windows are passing under the mouse cursor. (#2604) 2019-07-22 18:49:52 -07:00
dcd03f62a7 Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling.
Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
2019-07-22 18:49:51 -07:00
34cf00566f InputTextMultiline: Fixed vertical scrolling tracking glitch.
Fixed Travis-CI banner address.
2019-07-22 18:11:06 -07:00
835b50b773 Internals: Nav: Tweak NavUpdatePageUpPageDown() to make it more readable. 2019-07-22 17:27:41 -07:00
363d33f64e Increased IMGUI_VERSION_NUM to facilitate transition of OSX clipboard support for framework using/embedding any version of imgui. Amend 29d9394. (#2546) 2019-07-22 10:23:27 -07:00
cbd5a21fb0 Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
2019-07-21 19:26:13 -07:00
29d9394a41 OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) 2019-07-21 19:06:07 -07:00
f0348ddffc Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) 2019-07-21 18:39:50 -07:00
0f86116a69 Adding an ImGuiKey 'ImGuiKey_EnterSecondary' to support platforms that differentiate the enter (return key) and the numpad enter key. 2019-07-21 18:29:11 -07:00
4b44f25c9a Fixed incorrect application of io.DisplaySafeAreaPadding which would be problematic with multi-viewports when a monitor uses negative coordinates (correct clamping is done right below). (#2674) 2019-07-21 18:19:56 -07:00
f1ba217a92 Internals: Extracted some code out of the NewFrame() function. 2019-07-21 12:13:44 -07:00
c37f21788f Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with other column functions + fixed Columns demo (#2683) 2019-07-21 11:23:15 -07:00
b443bc0a64 Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) 2019-07-19 14:22:33 -07:00
4abc2a82e0 Columns: Made the right-most edge reaches up to the clipping rectangle (removing WindowPadding.x*0.5 worth of asymmetrical/extraneous padding). (#125, #2666)
+ Moved a few things in BeginColumns().
2019-07-19 14:22:12 -07:00
493795cdd1 Columns: Fix support for BeginColumns() with a count of 1 (not that this isn't available via the old Columns() api). Tweaked Demo to facilitate testing for it. 2019-07-19 12:11:00 -07:00
047dc16af5 Debug Tools: Added DebugStartItemPicker() in imgui_internal.h to facilitate binding this anywhere in user's tool. Adedd highlight. Added IMGUI_DEBUG_TOOL_ITEM_PICKER_EX to break in ItemAdd(). 2019-07-19 11:28:03 -07:00
44336950e9 Revert "Columns: Improved honoring left-most and right-most alignment with various values of ItemSpacing.x and WindowPadding.x. In particular, the right-most edge now reaches up to the clipping rectangle while ensuring that the right-most column clipping width matches others. (#125, #2666)"
This reverts commit 6c16ba6490.
2019-07-19 11:22:39 -07:00
6c16ba6490 Columns: Improved honoring left-most and right-most alignment with various values of ItemSpacing.x and WindowPadding.x. In particular, the right-most edge now reaches up to the clipping rectangle while ensuring that the right-most column clipping width matches others. (#125, #2666) 2019-07-17 18:40:48 -07:00
e28d20c3e2 Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) 2019-07-17 17:29:30 -07:00
61c7f0194e Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() when clicking the color button to open the picker popup. (#1875)
Demo: Added Button with repeater and InputFloat with +/- button to the status query test demo.
2019-07-17 17:10:28 -07:00
1f3feb481e Internals: Refactor: Moved all Columns code from imgui.cpp to imgui_widgets.cpp (#125)
Also moved NextColumn between BeginColumn and NextColumn which makes it easier to work on that code.
2019-07-17 17:10:27 -07:00
ea79992d9a Fixed old SetWindowFontScale() api value from not being inherited by child window. Added comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
+ Added missing IMGUI_API marker to the EmptyString storage used by ImGuiTextBuffer. (#2672)
2019-07-17 10:01:49 -07:00
130b44994e Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed. 2019-07-16 18:25:49 -07:00
e6a286b3a5 Style: Added style.ColorButtonButton (left/right, defaults to ImGuiDir_Right) to move the color button of ColorEdit3/ColorEdit4 functions to either side of the inputs. 2019-07-16 16:43:21 -07:00
a35f42f123 Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). (#581, #324) 2019-07-15 18:30:20 -07:00
3d07c7cbe4 TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). 2019-07-15 18:30:20 -07:00
7a9d32acee Fixed unnecessary test in UpdateMouseWheel() (thanks PVS).
TreeNodeBehavior: avoid computing bg_col for non-framed non-active tree nodes.
Comments, binaries update, minor typos.
2019-07-15 18:30:20 -07:00
e461e7bc7a Moved ImGuiColumnsFlags erroneously forward declared in imgui.h + demo bit. 2019-07-14 12:29:23 -07:00
71d20abbc3 Settings: Minor optimization to reduce calls in SettingsHandlerWindow_WriteAll. 2019-07-12 13:33:38 +02:00
d52c6316c8 Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Keep redirection typedef (will obsolete). 2019-07-12 11:58:46 +02:00
e66799f79a Prefixed internal structs exposed in imgui.h with a fully qualified name to facilitate auto-generation with cimgui. 2019-07-12 11:54:22 +02:00
3436132d4b Combo: Hide arrow when there's not enough space even for the square button.
+ Various todo items.
2019-07-11 17:20:56 +02:00
d23f1b1409 fonts/binary_to_compress: display error message when failing to open file + misc comments. 2019-07-10 12:58:11 +02:00
54c49b5fb1 Window: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window if ScrollMax is zero on the scrolling axis. Also still case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding
would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case any more (amend #1502, #1380).
2019-07-02 18:33:50 +02:00
e16564e67a Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. 2019-07-01 20:59:00 +02:00
58c9f8a194 Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). + Internals: Minor renaming. 2019-07-01 20:58:10 +02:00
da29d77253 Added SetScrollXHere, SetScrollFromPosX: Changelog, demo, comments (#1580). 2019-07-01 12:15:53 +02:00
caf119a982 Added 'SetScrollHereX' and 'SetScrollFromPosX' (#1580) 2019-07-01 12:15:48 +02:00
2a3517a399 Internals: Checkbox: Added undocumented mixed/indeterminate/tristate support via ImGuiItemFlags_MixedValue. (#2644) 2019-06-30 12:03:09 +02:00
a89f05a10e Child windows inherit Hidden frames setting from parent more accurately, so HiddenFramesCannotSkipItems is honored by child windows. 2019-06-29 20:12:15 +02:00
401e05147c Internals: Moved CalcListClipping close to ImGuiListClipper code (no-op) 2019-06-29 20:11:03 +02:00
82711251b6 Internals: ImGuiListClipper using absolute coordinate (instead of relative one). Minor no-op tweaks + ImDrawListSplitter assert 2019-06-29 20:10:55 +02:00
1dd322c6fb Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. 2019-06-27 12:20:29 +02:00
4b95e7c2f3 Doc: Tweak and extra mention of AddCustomRectFontGlyph + made the example register two rectangles. 2019-06-26 12:15:32 +02:00
eb3e271c24 Demo: Using ImVec2(-FLT_MIN,0.0f) instead of ImVec2(-1.0f,0.0f) where it makes sense. (#2449) 2019-06-23 18:20:25 +02:00
41e2d4b5ae ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature). 2019-06-20 16:09:45 +02:00
f563e1a504 Internals: Renamed GetFrontMostPopupModal() to GetTopMostPopupModal() to be consistent. Renamed other locals to follow that terminology. 2019-06-19 18:16:38 +02:00
dd41df3e98 Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). 2019-06-18 12:50:34 +02:00
516c3dee80 Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 2019-06-18 11:28:26 +02:00
cc4d76cc23 Implement SDL/dx11 sample 2019-06-18 11:05:29 +02:00
70fe409338 Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). 2019-06-18 10:58:03 +02:00
342751c89e Fiedx OpenGL ES 3.0 include for iOS and tvOS (#2631) 2019-06-18 10:55:33 +02:00
0e37eaff8a Updated Ogre bindings (#2619)
And support python
2019-06-17 15:17:24 +02:00
ae2c9f7101 Internals: Columns: Poke into WorkRect and use them in the GetContentRegionMax() functions. This should be a no-op, but preparing us to transition toward using WorkRect instead of ContentRegionRect.
Removed one use of ContentsRegionRect.
2019-06-17 12:14:34 +02:00
e9b92d1cef Disable -Wpragmas warning in GCC to avoid relying on version checks, as unusual/forks/mods don't appear to always have same warning<>version. (#2618)
+ Fix version number in imgui.h
2019-06-17 11:32:00 +02:00
b82e99c032 ImDrawList: Fixed CloneOutput() helper crashing. Also removed unnecessary risk from ImDrawList::Clear(), draw lists are being clear before use each frame anyway. (#1860) 2019-06-17 11:06:36 +02:00
2645a2516f ImDrawList::ChannelsSplit(), ImDrawListSlitter: Fixed an issue with merging draw commands between channels 0 and 1. (#2624) Introduced by cef88f6aae. 2019-06-14 12:07:43 +02:00
af3080b81b Removed redirecting functions/enums that were obsoleted in version 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. 2019-06-14 12:05:00 +02:00
5286ecb8a7 Version 1.72 WIP 2019-06-14 11:58:58 +02:00
88 changed files with 7759 additions and 4281 deletions

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* text=auto
*.c text
*.cpp text
*.h text
*.m text
*.mm text
*.md text
*.txt text
*.html text
*.bat text
*.frag text
*.vert text
*.mkb text
*.icf text
*.sln text eol=crlf
*.vcxproj text eol=crlf
*.vcxproj.filters text eol=crlf
*.natvis text eol=crlf
Makefile text eol=lf
*.sh text eol=lf
*.pbxproj text eol=lf
*.storyboard text eol=lf
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*.ttf binary
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@ -1,16 +1,16 @@
(Click "Preview" to turn any http URL into a clickable link)
(Click "Preview" above ^ to turn URL into clickable links)
1. PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
https://discourse.dearimgui.org
2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
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).
3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
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.
4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
5. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you!
@ -39,7 +39,7 @@ 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!
// Here's some code anyone can copy and paste to reproduce your issue
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();

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name: build
on:
push: {}
pull_request: {}
schedule:
- cron: '0 9 * * *'
jobs:
Windows:
runs-on: windows-2019
env:
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
# Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory.
SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\
VULKAN_SDK: ..\..\vulkan-sdk-1.1.121.2\
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
shell: powershell
run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
- name: Fix Projects
shell: powershell
run: |
# WARNING: This will need updating if toolset/sdk change in project files!
gci -recurse -filter "*.vcxproj" | ForEach-Object {
# Fix SDK and toolset for most samples.
(Get-Content $_.FullName) -Replace "<PlatformToolset>v110</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
# Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
(Get-Content $_.FullName) -Replace "<PlatformToolset>v140</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
}
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
- name: Build example_null (extra warnings, mingw 64-bit)
run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, msvc 64-bit)
shell: cmd
run: |
cd examples\example_null
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4
- name: Build example_null (single file build)
shell: bash
run: |
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
- name: Build Win32 example_glfw_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_glfw_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_glfw_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_sdl_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_sdl_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_sdl_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_sdl_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build Win32 example_win32_directx9
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_win32_directx10
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_glfw_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_glfw_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_glfw_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_sdl_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_sdl_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_sdl_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_win32_directx9
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_win32_directx10
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'schedule'
- name: Build x64 example_win32_directx12
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
run: |
sudo apt-get update
sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib
- name: Build example_null (extra warnings, gcc 32-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m32" make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, gcc 64-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64" make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, clang 32-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m32" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, clang 64-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64" CXX=clang++ make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'schedule'
- name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule'
- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
MacOS:
runs-on: macOS-latest
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
run: |
brew install glfw3
brew install sdl2
- name: Build example_null (extra warnings, clang 64-bit)
run: make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
if: github.event_name == 'schedule'
- name: Build example_glfw_metal
run: make -C examples/example_glfw_metal
- name: Build example_sdl_opengl2
run: make -C examples/example_sdl_opengl2
if: github.event_name == 'schedule'
- name: Build example_sdl_opengl3
run: make -C examples/example_sdl_opengl3
- name: Build example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
- name: Build example_apple_opengl2
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
iOS:
runs-on: macOS-latest
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Build example_apple_metal
run: |
# Code signing is required, but we disable it because it is irrelevant for CI builds.
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
run: |
wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
tar -xvf master.tar.gz
emsdk-master/emsdk update
emsdk-master/emsdk install latest-fastcomp
emsdk-master/emsdk activate latest-fastcomp
- name: Build example_emscripten
run: |
source emsdk-master/emsdk_env.sh
make -C examples/example_emscripten
Static-Analysis:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
env:
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then
echo "$PVS_STUDIO_LICENSE" > pvs-studio.lic
wget -q https://files.viva64.com/etc/pubkey.txt
sudo apt-key add pubkey.txt
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
sudo apt-get update
sudo apt-get install -y pvs-studio
fi
- name: PVS-Studio static analysis
run: |
if [[ ! -f pvs-studio.lic ]];
then
echo "PVS Studio license is missing. No analysis will be performed."
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
exit 0
fi
cd examples/example_null
pvs-studio-analyzer trace -- make EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log

View File

@ -1,34 +0,0 @@
language: cpp
sudo: required
dist: trusty
os:
- linux
- osx
compiler:
- gcc
- clang
before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then
sudo apt-get update -qq;
sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
unzip glfw-3.2.1.zip && cd glfw-3.2.1;
cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
sudo make -j $CPU_NUM install && cd ..;
fi
- if [ $TRAVIS_OS_NAME == osx ]; then
brew update;
brew install glfw3;
brew install sdl2;
fi
script:
- make -C examples/example_glfw_opengl2
- make -C examples/example_glfw_opengl3
- make -C examples/example_sdl_opengl3
- if [ $TRAVIS_OS_NAME == osx ]; then
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos;
fi

View File

@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2019 Omar Cornut
Copyright (c) 2014-2020 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

View File

@ -8,6 +8,7 @@ Changes to the examples/bindings are included within the individual .cpp files i
RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
FAQ https://www.dearimgui.org/faq/
WHEN TO UPDATE?
@ -29,11 +30,354 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.75 (Released 2020-02-10)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.75
Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017):
- ShowTestWindow() -> use ShowDemoWindow()
- IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
- IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
- SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
- GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
- ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
- ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
- ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
- IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
If you were still using the old names, while you are cleaning up, considering enabling
IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
and removing up old API calls, if any remaining.
- Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent
with other mouse functions (none of the other functions have it).
- Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely
documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API
which can be implemented faster. Also clarified pre-existing constraints which weren't
documented (can only unreserve from the last reserve call). If you suspect you ever
used that feature before (very unlikely, but grep for call to PrimReserve in your code),
you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen]
- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius.
- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code
technically supports it, future code may not so we're putting the restriction ahead.
- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead
of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by
adding points into it without explicit initialization, you may need to fix your initial value.
Other Changes:
- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected
the current root window instead of always selecting the previous root window. (#787)
- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation
when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since
those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'.
- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a
byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008).
- InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the
_EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting
user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back
from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009)
- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border.
- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog]
- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we
test both the focused/clicked window (which could be a child window) and the root window.
- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment
count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen]
- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count.
In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as
we will rework the circle rendering functions to use textures and automatic segment count
selection, those new api can fill a gap. [@ShironekoBen]
- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to
suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups]
- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
- Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty.
- Misc: Disable format checks when using stb_printf, to allow using extra formats.
Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari]
- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp
files in a same compilation unit. Actual users of that technique (also called "Unity builds")
can generally provide this themselves, so we don't really recommend you use this. [@rokups]
- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
on Wayland). (#2800, #2802) [@NeroBurner]
- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can
correctly report the key release in every cases (e.g. when using Win+V) causing problems with some
widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult
and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all
XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
the later may be problematic if compiling with recent Windows SDK and you want your app to run
on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
- Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov]
- Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
automatically use it). (#2919, #2798)
- Examples: OpenGL: Added support for glbindings OpenGL loader. (#2870) [@rokups]
- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo]
- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
-----------------------------------------------------------------------
VERSION 1.74 (Released 2019-11-25)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74
Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017):
- Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
- IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
- AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
- SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
- ImFont::Glyph -> use ImFontGlyph
If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out
the new names or equivalent features, or see how they were implemented until 1.73.
- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used
by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can
add +io.KeyRepeatDelay to it to compensate for the fix.
The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038)
- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to
conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
Other Changes:
- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text
baseline alignment. The issue would generally manifest when laying out multiple items on a same line,
with varying heights and text baseline offsets.
Some specific examples, e.g. a button with regular frame padding followed by another item with a
multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc.
The second item was correctly offset to match text baseline, and would interact/display correctly,
but it wouldn't push the contents area boundary low enough.
- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where
all child window contents would be culled.
- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j]
- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow
incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897)
- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating
interactions with custom multi-selections patterns. (#2886, #1896, #1861)
- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating
interactions with custom multi-selections patterns. (#1896, #1861)
- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data
to clarify how they are used, and more comments redirecting to the demo code. (#2844)
- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
- Misc: Optimized storage of window settings data (reducing allocation count).
- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815)
- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings).
- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
- Metrics: Expose basic details of each window key/value state storage.
- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0
but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov]
- Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with
legacy OpenGL applications. (#3000)
- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
-----------------------------------------------------------------------
VERSION 1.73 (Released 2019-09-24)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.73
Other Changes:
- Nav, Scrolling: Added support for Home/End key. (#787)
- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue
when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups]
- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
Note that some elements won't accurately fade down with the same intensity, and the color wheel
when enabled will have small overlap glitches with (style.Alpha < 1.0).
- TabBar: Fixed single-tab not shrinking their width down.
- TabBar: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop.
- TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
(before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations).
- TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side.
Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.
- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position
differently than visible ones.
- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton]
- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value.
- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat]
- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid]
This extends the hit-box to the right-most edge, even if the node is not framed.
(Note: this is not the default in order to allow adding other items on the same line. In the future we will
aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items,
and then we will be able to make this the default.)
- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and
right-most edge of the working area, bypassing indentation.
- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes,
mostly for consistency. (#2159, #2160) [@goran-w]
- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only).
- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639)
- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly
unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set.
Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow
as possible. (#2775) [@rokups]
- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740)
- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506)
- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94)
- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers.
- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when
a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory
usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
- Documentation: Various tweaks and improvements to the README page. [@ker0chan]
- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture()
before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient.
- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron]
- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would
generally make the DX11 debug layer complain (bug added in 1.72).
- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to
one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya]
- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710)
[@intonarumori, @ElectricMagic]
- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic,
fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]
-----------------------------------------------------------------------
VERSION 1.72b (Released 2019-07-31)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72b
Other Changes:
- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when
a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function.
- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting
in child window (often selectables because of their protruding sides) would be not considered
as entry points to to navigate toward the child window. (#787)
-----------------------------------------------------------------------
VERSION 1.72 (Released 2019-07-27)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72
Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017):
- ImGuiCol_Column*, ImGuiSetCond_* enums.
- IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions.
- IMGUI_ONCE_UPON_A_FRAME macro.
If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out
the new names or equivalent features.
- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()).
Kept redirection function (will obsolete). (#581, #324)
Other Changes:
- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or
until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are
passing under the mouse cursor. (#2604)
- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to
SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling:
// (Submit items..)
if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom..
ImGui::SetScrollHereY(1.0f); // ..make last item fully visible
- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window
if ScrollMax is zero on the scrolling axis.
Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding
would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case
any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71).
- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added
comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
- Combo: Hide arrow when there's not enough space even for the square button.
- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522]
- TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive).
- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column
would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666)
- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x
worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset
the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666)
- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666)
- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with
other column functions. (#2683)
- InputTextMultiline: Fixed vertical scrolling tracking glitch.
- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button
of ColorEdit3/ColorEdit4 functions to either side of the inputs.
- IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to
specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure
until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522]
- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit()
returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit()
when clicking the color button to open the picker popup. (#1875)
- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow().
- Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger
within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed.
- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between
channel 0 and 1. (#2624)
- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api,
also this type was added in 1.71 and not advertised as a public-facing feature).
- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file.
- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name
of an enum value instead of the underlying integer value.
- Demo: Renamed the "Help" menu to "Tools" (more accurate).
- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),
because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly
enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added
equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546)
- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
(#2482, #2632) [@josiahmanson]
- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
-----------------------------------------------------------------------
VERSION 1.71 (Released 2019-06-12)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71
Breaking Changes:
- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
@ -44,6 +388,7 @@ Breaking Changes:
to the creation of overlapping child windows. Please reach out if you are affected by this change!
Other Changes:
- Window: 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.
@ -85,11 +430,11 @@ Other Changes:
collapsing/docking button to the other side of the title bar.
- Style: Made window close button cross slightly smaller.
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
this, 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. Most examples back-ends have been modified to support the VtxOffset field.
support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field.
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
This is provided for convenience and consistency with VtxOffset.
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
@ -103,7 +448,7 @@ Other Changes:
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
- 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)
@ -113,7 +458,10 @@ Other Changes:
VERSION 1.70 (Released 2019-05-06)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70
Breaking Changes:
- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
they will appear a little thicker now. (#2518) [@rmitton]
@ -126,6 +474,7 @@ Breaking Changes:
on them but it is possible you have!).
Other Changes:
- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value
to request the renderer back-end to reset its render state. (#2037, #1639, #2452)
Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each
@ -200,12 +549,14 @@ Other Changes:
VERSION 1.69 (Released 2019-03-13)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.69
Breaking Changes:
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of
new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous.
Keep redirection enum values (will obsolete). (#2384) [@haldean]
Kept redirection enum values (will obsolete). (#2384) [@haldean]
- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
Other Changes:
@ -276,6 +627,8 @@ Other Changes:
VERSION 1.68 (Released 2019-02-19)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.68
Breaking Changes:
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
@ -344,13 +697,15 @@ Other Changes:
VERSION 1.67 (Released 2019-01-14)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.67
Breaking Changes:
- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable
side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches.
- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
Other Changes:
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
@ -407,6 +762,8 @@ Other Changes:
VERSION 1.66b (Released 2018-12-01)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66b
Other Changes:
- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText()
@ -424,6 +781,8 @@ Other Changes:
VERSION 1.66 (Released 2018-11-22)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66
Breaking Changes:
- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
@ -483,6 +842,8 @@ Other Changes:
VERSION 1.65 (Released 2018-09-06)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.65
Breaking Changes:
- Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and
@ -507,6 +868,8 @@ Other Changes:
VERSION 1.64 (Released 2018-08-31)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.64
Changes:
- Moved README, CHANGELOG and TODO files to the docs/ folder.
@ -529,6 +892,8 @@ Changes:
VERSION 1.63 (Released 2018-08-29)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.63
Breaking Changes:
- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features.
@ -621,6 +986,8 @@ Other Changes:
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.62
Breaking Changes:
- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen.
@ -700,6 +1067,8 @@ Other Changes:
VERSION 1.61 (Released 2018-05-14)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.61
Breaking Changes:
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally
@ -1091,7 +1460,7 @@ Breaking Changes:
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
- Renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete).
- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
Other Changes:
@ -1510,7 +1879,7 @@ Changes:
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
- Fixed border rendering of windows to always contain the border within the window.
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled.
- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.

592
docs/FAQ.md Normal file
View File

@ -0,0 +1,592 @@
# FAQ (Frequenty Asked Questions)
You may link to this document using short form:
https://www.dearimgui.org/faq
or its real address:
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
or view this file with any Markdown viewer.
## Index
| **Q&A: Basics** |
:---------------------------------------------------------- |
| [Where is the documentation?](#q-where-is-the-documentation) |
| [What is this library called?](#q-what-is-this-library-called) |
| [Which version should I get?](#q-which-version-should-i-get) |
| **Q&A: Integration** |
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
| [I integrated Dear ImGui in my engine and the text or lines are blurry..](#q-i-integrated-dear-imgui-in-my-engine-and-the-text-or-lines-are-blurry) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| **Q&A: Usage** |
| **[Why are multiple widgets reacting when I interact with a single one?<br>How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
| **Q&A: Fonts, Text** |
| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
| **Q&A: Concerns** |
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
| **Q&A: Community** |
| [How can I help?](#q-how-can-i-help) |
# Q&A: Basics
### Q: Where is the documentation?
**This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.**
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
- The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links.
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
- The [Issues](https://github.com/ocornut/imgui/issues) section can be searched for past questions and issues.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
##### [Return to Index](#index)
---
### Q. What is this library called?
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
##### [Return to Index](#index)
---
### Q: Which version should I get?
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/issues/2109)
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542)
Many projects are using this branch and it is kept in sync with master regularly.
##### [Return to Index](#index)
----
# Q&A: Integration
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
- When `io.WantCaptureMouse` is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
- When `io.WantCaptureKeyboard` is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
- When `io.WantTextInput` is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
**Note:** The `io.WantCaptureMouse` is more accurate that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. Those flags are updated by `ImGui::NewFrame()`. Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to `UpdateHoveredWindowAndCaptureFlags()`.
**Note:** Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
##### [Return to Index](#index)
---
### Q: How can I enable keyboard or gamepad controls?
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting back-end).
- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads).
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
##### [Return to Index](#index)
---
### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy)
This is the preferred solution for developer productivity.
In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple
and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
You are probably mishandling the clipping rectangles in your render function.
Rectangles provided by ImGui are defined as
`(x1=left,y1=top,x2=right,y2=bottom)`
and **NOT** as
`(x1,y1,width,height)`
##### [Return to Index](#index)
---
# Q&A: Usage
### Q: Why are multiple widgets reacting when I interact with a single one? <br>Q: How can I have multiple widgets with the same label or with an empty label?
A primer on labels and the ID Stack...
Dear ImGui internally need to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
- Unique ID are often derived from a string label:
```c
Button("OK"); // Label = "OK", ID = hash of (..., "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
```
- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
two buttons labeled "OK" in different windows or different tree locations is fine.
We used "..." above to signify whatever was already pushed to the ID stack previously:
```c
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
```
- If you have a same ID twice in the same location, you'll have a conflict:
```c
Button("OK");
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
```
Fear not! this is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context:
When passing a label you can optionally specify extra ID information within string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created:
```c
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
End();
```
- If you want to completely hide the label, but still need an ID:
```c
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
```c
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even if the label looks different
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
```
- Solving ID conflict in a more general manner:
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack we store the seed used for items at this level of the ID stack.
```c
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
```
- You can stack multiple prefixes into the ID stack:
```c
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
```
- Tree nodes implicitly creates a scope for you by calling PushID().
```c
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
```
- When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices or pointers as ID.
e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
##### [Return to Index](#index)
---
### Q: How can I display an image? What is ImTextureID, how does it work?
Short explanation:
- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```
OpenGL:
- ImTextureID = GLuint
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
```
```
DirectX9:
- ImTextureID = LPDIRECT3DTEXTURE9
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
```
```
DirectX11:
- ImTextureID = ID3D11ShaderResourceView*
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
```
```
DirectX12:
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
```
For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example bindings is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
User code may do:
```cpp
// Cast our texture type to ImTextureID / void*
MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
```
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
```cpp
// Cast ImTextureID / void* stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)pcmd->TextureId;
MyEngineBindTexture2D(texture);
```
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
Examples:
```cpp
GLuint my_tex = XXX;
void* my_void_ptr;
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
ID3D11ShaderResourceView* my_dx11_srv = XXX;
void* my_void_ptr;
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
```
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
##### [Return to Index](#index)
---
### Q: How can I use my own math types instead of ImVec2/ImVec4?
You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions.
This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
##### [Return to Index](#index)
---
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
- Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
Prefer using them over the old and awkward `Combo()/ListBox()` api.
- Generally for most high-level types you should be able to access the underlying data type.
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
Please bear in mind that using `std::string` on applications with large amount of UI may incur unsatisfactory performances.
Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
are not configurable and not the same across implementations.
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
provide similar or better string helpers.
##### [Return to Index](#index)
---
### Q: How can I display custom shapes? (using low-level ImDrawList API)
- You can use the low-level `ImDrawList` api to render shapes within a window.
```
ImGui::Begin("My shapes");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Get the current ImGui cursor position
ImVec2 p = ImGui::GetCursorScreenPos();
// Draw a red circle
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16);
// Draw a 3 pixel thick yellow line
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
// Advance the ImGui cursor to claim space in the window (otherwise the window will appears small and needs to be resized)
ImGui::Dummy(ImVec2(200, 200));
ImGui::End();
```
![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png)
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
- You can also create your own dummy window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data.
##### [Return to Index](#index)
---
# Q&A: Fonts, Text
### Q: How can I load a different font than the default?
Use the font atlas to load the TTF/OTF file you want:
```c
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
```
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
backslash \ within a string literal, you need to write it double backslash "\\":
```c
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
```
##### [Return to Index](#index)
---
### Q: How can I easily use icons in my application?
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings.
You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment.
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.)
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API.
##### [Return to Index](#index)
---
### Q: How can I load multiple fonts?
Use the font atlas to pack them into a single texture:
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file and the code in ImFontAtlas for more details.)
```cpp
ImGuiIO& io = ImGui::GetIO();
ImFont* font0 = io.Fonts->AddFontDefault();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
// the first loaded font gets used by default
// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
// Options
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
// Combine multiple fonts into one (e.g. for icon fonts)
static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
```
##### [Return to Index](#index)
---
### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
When loading a font, pass custom Unicode ranges to specify the glyphs to load.
```cpp
// Add default Japanese ranges
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
```
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index)
---
# Q&A: Concerns
### Q: Who uses Dear ImGui?
You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Gallery](https://github.com/ocornut/imgui/issues/2847)
##### [Return to Index](#index)
---
### Q: Can you create elaborate/serious tools with Dear ImGui?
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
##### [Return to Index](#index)
---
### Q: Can you reskin the look of Dear ImGui?
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
##### [Return to Index](#index)
---
### Q: Why using C++ (as opposed to C)?
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
##### [Return to Index](#index)
---
# Q&A: Community
### Q: How can I help?
- Businesses: please reach out to `contact AT dearimgui.org` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)

View File

@ -1,7 +1,7 @@
dear imgui, v1.71
(Font Readme)
dear imgui
FONTS DOCUMENTATION
---------------------------------------
Also read https://www.dearimgui.org/faq for more fonts related infos.
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default.
@ -10,11 +10,8 @@ We embed it font in source code so you can use Dear ImGui without any file syste
You may also load external .TTF/.OTF files.
The files in this folder are suggested fonts, provided as a convenience.
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
Also read dear imgui FAQ in imgui.cpp!
If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum:
https://discourse.dearimgui.org/c/getting-started
Please read the FAQ: https://www.dearimgui.org/faq
Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions.
---------------------------------------
@ -22,13 +19,13 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
---------------------------------------
- Readme First / FAQ
- Using Icons
- Fonts Loading Instructions
- FreeType rasterizer, Small font sizes
- Using Icons
- Using FreeType rasterizer
- Building Custom Glyph Ranges
- Using custom colorful icons
- Embedding Fonts in Source Code
- Credits/Licences for fonts included in this folder
- Credits/Licences for fonts included in repository
- Fonts Links
@ -38,53 +35,13 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
and understand what's going on if you have an issue.
- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
- Make sure your font ranges data are persistent and available at the time the font atlas is being built.
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
- Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions.
---------------------------------------
USING ICONS
---------------------------------------
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
https://github.com/juliettef/IconFontCppHeaders
The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u
#define ICON_FA_SEARCH u8"\uf002"
The pre-C++11 version has the values directly encoded as utf-8:
#define ICON_FA_SEARCH "\xEF\x80\x82"
Example Setup:
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
Example Usage:
// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
See Links below for other icons fonts and related tools.
Read FAQ for details.
---------------------------------------
@ -98,6 +55,11 @@ Load default font:
Load .TTF/.OTF file with:
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
Load multiple fonts:
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
@ -116,23 +78,6 @@ For advanced options create a ImFontConfig structure and pass it to the AddFont
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
Read about oversampling here:
https://github.com/nothings/stb/blob/master/tests/oversample
If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
set OversampleH/OversampleV to 1 and use a small font size.
Mind the fact that some graphics drivers have texture size limitation.
If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
- 1) Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
Combine two fonts into one:
// Load a first font
@ -148,6 +93,25 @@ Combine two fonts into one:
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
io.Fonts->Build();
Font atlas is too large?
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended
unless you set OversampleH/OversampleV to 1 and use a small font size.
- Mind the fact that some graphics drivers have texture size limitation.
- If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours.
Some solutions:
- 1) Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
- Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample
Add a fourth parameter to bake specific font ranges only:
// Basic Latin, Extended Latin
@ -166,6 +130,49 @@ Offset font vertically by altering the io.Font->DisplayOffset value:
font->DisplayOffset.y = 1; // Render 1 pixel down
---------------------------------------
USING ICONS
---------------------------------------
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
https://github.com/juliettef/IconFontCppHeaders
Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.:
#define ICON_FA_MUSIC "\xef\x80\x81"
#define ICON_FA_SEARCH "\xef\x80\x82"
Example Setup:
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
Example Usage:
// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
Important to understand: C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
See Links below for other icons fonts and related tools.
---------------------------------------
FREETYPE RASTERIZER, SMALL FONT SIZES
---------------------------------------
@ -212,9 +219,11 @@ texture, and blit/copy any graphics data of your choice into those rectangles.
Pseudo-code:
// Add font, then register one custom 13x13 rectangle mapped to glyph 'a' of this font
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
ImFont* font = io.Fonts->AddFontDefault();
int rect_id = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
// Build atlas
io.Fonts->Build();
@ -224,9 +233,12 @@ Pseudo-code:
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here)
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
{
int rect_id = rects_ids[rect_n];
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
{
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++)
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
@ -234,6 +246,7 @@ Pseudo-code:
*p++ = IM_COL32(255, 0, 0, 255);
}
}
}
---------------------------------------
@ -253,9 +266,11 @@ or:
---------------------------------------
CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER
CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
---------------------------------------
Some fonts are available in the misc/fonts/ folder:
Roboto-Medium.ttf
Apache License 2.0
@ -328,15 +343,17 @@ REGULAR FONTS
(Japanese) M+ fonts by Coji Morishita are free
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
MONOSPACE FONTS
MONOSPACE FONTS (PIXEL PERFECT)
(Pixel Perfect) Proggy Fonts, by Tristan Grimmer
Proggy Fonts, by Tristan Grimmer
http://www.proggyfonts.net or http://upperbounds.net
(Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
https://github.com/kmar/Sweet16Font
Also include .inl file to use directly in dear imgui.
MONOSPACE FONTS (REGULAR)
Google Noto Mono Fonts
https://www.google.com/get/noto/

View File

@ -1,57 +1,49 @@
dear imgui
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build)
_(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.)_
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out.)</sub>
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)
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot org_
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)
Individuals: support continued maintenance and development via [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) donations.
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 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 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.
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
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_widgets.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- 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.
| [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) |
:----------------------------------------------------------: |
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### Usage
Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.).
**No specific build process is required**. You can add the .cpp files to your existing project.
You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.
**Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
Code:
```cpp
```cp
ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save"))
{
// do stuff
}
MySaveFunction();
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png)
<br>![sample code output (dark)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0001.png) ![sample code output (light)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0002.png)
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
Code:
@ -88,97 +80,58 @@ ImGui::End();
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif)
Dear ImGui allows you **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
### How it works
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize 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.
Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#About-the-IMGUI-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_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.
### Demo
Demo Binaries
-------------
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let 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-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)
- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP, built 2019/07/15, master branch, 5 executables)
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()`.
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()`.
Bindings
--------
### Integration
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!
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so.
_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!_
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
Languages: (third-party bindings)
- 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: [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)
- 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: [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)
Officially maintained bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal.
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
- Frameworks: Emscripten, Allegro5, Marmalade.
Frameworks:
- 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)
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
- 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: [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)
- 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)
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol, Unreal Engine 4, vtk, Win32 GDI.
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
Roadmap
-------
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)
### Upcoming Changes
Some of the goals for 2020 are:
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/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](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Finish work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957))
- 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.
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
Gallery
-------
User screenshots:
<br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016)
<br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016)
<br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017)
<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 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)
### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)!
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)
@ -186,47 +139,22 @@ Custom engine
Custom engine
[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
Demo window
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v173/tracy_profiler.jpg)
References
----------
### Support, Frequently Asked Questions (FAQ)
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page.
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.
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
Support
-------
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/learn about the Immediate Mode GUI paradigm.
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org.
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org).
Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
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?**
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.
Paid private support is available for business customers (E-mail: _contact @ dearimgui dot org_).
**Which version should I get?**
@ -236,97 +164,63 @@ You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issue
**Who uses Dear ImGui?**
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!
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! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)!
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
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 Dear ImGui or to my application?**
<br>**How can I display an image? What is ImTextureID, how does it works?**
<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?** ([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](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
**Can you create elaborate/serious tools with Dear ImGui?**
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
**Can you reskin the look of Dear ImGui?**
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png)
**Why using C++ (as opposed to C)?**
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
Support dear imgui
------------------
How to help
-----------
**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 participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project.
**How can I help financing further development of Dear ImGui?**
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!
Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. 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 technical support and maintenance contracts. Thank you!
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)
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot org_
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)
Individuals: support continued maintenance and development via [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S) donations.
Businesses: support continued maintenance and development via support contracts or sponsoring:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
### Sponsors
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
Ongoing Dear ImGui development is financially supported by users and private sponsors, recently:
**Platinum-chocolate sponsors**
- **Blizzard Entertainment**.
*Platinum-chocolate sponsors*
- Blizzard Entertainment
- Google
- Ubisoft
- Nvidia
**Double-chocolate sponsors**
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
*Double-chocolate sponsors*
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Aiden Koss, Kylotonn.
**Salty caramel supporters**
- 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.
*Salty caramel supporters*
- Remedy Entertainment, Next Level Games, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders.
**Caramel supporters**
- 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.
*Caramel supporters*
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, 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, Frederik De Bleser, Anticrisis, Matt Reyer.
And all other past and present supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
Dear ImGui is using software and services kindly provided free of charge for open source projects:
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
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) (Vita).
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.

View File

@ -8,6 +8,7 @@ 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?
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
@ -27,17 +28,22 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows.
- window: top most window flag? (#2574)
- window: the size_on_first_use path of Begin() can probably be removed
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- 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/child: allow SetNextWindowContentSize() to work on child windows.
- 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: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- scrolling/style: shadows on scrollable areas to denote that there is more contents
- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
- drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
@ -56,16 +62,15 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags.
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
- widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
- widgets: add always-allow-overlap mode. This should perhaps be the default.
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644)
- widgets: 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.
@ -75,6 +80,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: hover tooltip could show unclamped text
@ -87,9 +93,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
- input text: a way for the user to provide syntax coloring.
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
- input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: support for cut/paste without selection (cut/paste the current line)
- input text multi-line: line numbers? status bar? (follow up on #200)
@ -108,6 +116,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- layout: more generic alignment state (left/right/centered) for single items?
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
- layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size.
- layout: (R&D) local multi-pass layout mode.
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
- group: BeginGroup() needs a border option. (~#1496)
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
@ -120,6 +131,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
@ -150,11 +162,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- tabs: TabItem could honor SetNextItemWidth()?
- 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 can be problematic. (#2464, #1390)
- button: provide a button that looks framed. (?)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
@ -191,10 +204,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197)
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- tooltip: 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: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
- 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.
@ -204,27 +219,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
- 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.
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- stb: add defines to disable stb implementations
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
- style: better default styles. (#707)
- style: add a highlighted text color (for headers, etc.)
@ -249,27 +255,39 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
- drag and drop: 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: make payload optional? payload promise? (see 2018/01/11 post in #143)
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
- node/graph editor (#306)
- node/graph editors (#306) (also see https://github.com/ocornut/imgui/wiki#node-editors)
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
- text/wrapped: custom separator for text wrapping. (#3002)
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- font: arbitrary line spacing. (#2945)
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
- font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding?
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
@ -290,35 +308,39 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before atlas has been built.
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541)
- font: support for unicode codepoints higher than 0xFFFF? (pr #2815)
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection
- nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
- nav: ESC within a menu of a child window seems to exit the child window.
- nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/treenode: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav/menus: allow pressing Menu to leave a sub-menu.
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB)
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav: tabs should go through most/all widgets (in submission order?).
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ?
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
@ -328,12 +350,12 @@ 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: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
@ -341,9 +363,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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
- 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 common issue for new users.
@ -351,14 +370,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- demo: demonstrate Plot offset
- demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
- examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example.
- examples: apple: example_apple should be using modern GL3.
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- 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.
- backends: apple: example_apple should be using modern GL3.
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- 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)

4
examples/.gitignore vendored
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@ -40,3 +40,7 @@ example_sdl_opengl3/example_sdl_opengl3
## Dear ImGui Ini files
imgui.ini
## JetBrains IDEs
.idea
cmake-build-*

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@ -1,5 +1,5 @@
-----------------------------------------------------------------------
dear imgui, v1.71
dear imgui, v1.75
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
@ -35,6 +35,8 @@ You can find binaries of some of those example applications at:
MISC COMMENTS AND SUGGESTIONS
---------------------------------------
- Read FAQ at http://dearimgui.org/faq
- 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.
@ -62,10 +64,10 @@ You can find binaries of some of those example applications at:
Most the example bindings are split in 2 parts:
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc.
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc.
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
@ -104,7 +106,7 @@ List of Platforms Bindings in this repository:
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_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
List of Renderer Bindings in this repository:
@ -122,16 +124,28 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Note that Dear ImGui works with Emscripten.
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
imgui_impl_opengl3.cpp, but other combinations are possible.
Third-party framework, graphics API and languages bindings are listed at:
https://github.com/ocornut/imgui/wiki/Bindings
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
Including backends for:
AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium,
GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib,
Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol,
Unreal Engine 4, vtk, Win32 GDI, etc.
Not sure which to use?
Recommended platform/frameworks:
GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
SDL2 https://www.libsdl.org Use imgui_impl_sdl.cpp
Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
Those will allow you to create portable applications and will solve and abstract away many issues.
---------------------------------------
@ -182,7 +196,7 @@ 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)**
**Prefer using OPENGL3 code (with gl3w/glew/glad/glbindings, 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
@ -201,6 +215,7 @@ example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
example_glut_opengl2/
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
@ -217,11 +232,16 @@ example_null
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.
example_sdl_directx11/
SDL2 + DirectX11 example, Windows only.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
This to demonstrate usage of DirectX with SDL.
example_sdl_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)**
**Prefer using OPENGL3 code (with gl3w/glew/glad/glbindings, 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
@ -240,6 +260,7 @@ example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
example_win32_directx9/
DirectX9 example, Windows only.

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@ -9,12 +9,14 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
# How to Build
### On Ubuntu 14.04+
### On Ubuntu 14.04+ and macOS
```bash
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
```
On macOS, install Allegro with homebrew: `brew install allegro`.
### On Windows with Visual Studio's CLI
You may install Allegro using vcpkg:

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@ -40,7 +40,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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@ -133,12 +133,6 @@
return (YES);
}
// Flip coordinate system upside down on Y
-(BOOL)isFlipped
{
return (YES);
}
-(void)dealloc
{
animationTimer = nil;
@ -150,6 +144,8 @@
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@end
@ -179,6 +175,7 @@
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
[_window setAcceptsMouseMovedEvents:YES];
[_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp];
@ -256,7 +253,7 @@
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -1,8 +1,10 @@
#
# 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.
# for installation instructions.
#
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make` will produce three files:
# - example_emscripten.html
@ -13,7 +15,6 @@
CC = emcc
CXX = em++
EXE = example_emscripten.html
SOURCES = main.cpp
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
@ -21,18 +22,41 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
EMS = -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
EMS += -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
EMS += -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead
CPPFLAGS = -I../ -I../../
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I../ -I../../
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os
CPPFLAGS += $(EMS)
LIBS = $(EMS)
LDFLAGS = --shell-file shell_minimal.html
LIBS += $(EMS)
LDFLAGS += --shell-file shell_minimal.html
##---------------------------------------------------------------------
## BUILD RULES

View File

@ -3,6 +3,10 @@
- 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
```
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- Then build using `make` while in the `example_emscripten/` directory.
- Note that Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile:
`#EMS += -s BINARYEN_TRAP_MODE=clamp`

View File

@ -81,15 +81,18 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//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());
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
#endif
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);

View File

@ -38,7 +38,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -74,12 +74,15 @@ int main(int, char**)
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
// Our state
bool show_demo_window = true;
bool show_another_window = false;
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
// Main loop
while (!glfwWindowShouldClose(window))
{
@autoreleasepool
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@ -153,6 +156,7 @@ int main(int, char**)
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
}
// Cleanup
ImGui_ImplMetal_Shutdown();

View File

@ -52,7 +52,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif

View File

@ -59,7 +59,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -69,6 +69,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

View File

@ -31,16 +31,19 @@ LIBS =
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
## Using OpenGL loader: glad
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glbinding
## (This assumes a system-wide installation)
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
@ -87,7 +90,9 @@ endif
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
# %.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)

View File

@ -7,8 +7,9 @@
#include "imgui_impl_opengl3.h"
#include <stdio.h>
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
@ -16,6 +17,11 @@
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h> // Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
@ -73,6 +79,9 @@ int main(int, char**)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
@ -102,7 +111,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -112,6 +121,7 @@ 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);

View File

@ -400,7 +400,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -440,6 +440,7 @@ int main(int, char**)
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

View File

@ -41,7 +41,13 @@ endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 -lglut
LIBS += -lgdi32 -lopengl32 -limm32
ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes)
CXXFLAGS += $(shell pkg-config freeglut --cflags)
LIBS += $(shell pkg-config freeglut --libs)
else
LIBS += -lglut
endif
CFLAGS = $(CXXFLAGS)
endif

View File

@ -2,12 +2,12 @@
// 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. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
#include "imgui.h"
#include "../imgui_impl_glut.h"
#include "../imgui_impl_opengl2.h"
#include "imgui_impl_glut.h"
#include "imgui_impl_opengl2.h"
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
@ -18,6 +18,7 @@
#pragma warning (disable: 4505) // unreferenced local function has been removed
#endif
// Our state
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@ -105,6 +106,7 @@ int main(int argc, char** argv)
glutDisplayFunc(glut_display_func);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
@ -123,7 +125,7 @@ int main(int argc, char** argv)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -34,7 +34,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -44,6 +44,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

View File

@ -4,31 +4,46 @@
#
EXE = example_null
EXTRA_WARNINGS ?= 0
SOURCES = main.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
# We use the EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
ifeq ($(EXTRA_WARNINGS), 1)
CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
endif
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
ifneq ($(EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -pedantic
endif
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
ifneq ($(EXTRA_WARNINGS), 0)
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long
endif
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
ifneq ($(EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -pedantic
endif
CFLAGS = $(CXXFLAGS)
endif
@ -45,10 +60,6 @@ endif
%.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)

View File

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

View File

@ -0,0 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
set OUT_DIR=Debug
set OUT_EXE=example_sdl_directx11
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_dx11.cpp ..\..\imgui*.cpp
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@ -0,0 +1,181 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
<RootNamespace>example_sdl_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>example_sdl_directx11</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(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">
</ImportGroup>
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<IgnoreSpecificDefaultLibraries>
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<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_dx11.cpp" />
<ClCompile Include="..\imgui_impl_sdl.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_dx11.h" />
<ClInclude Include="..\imgui_impl_sdl.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

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

View File

@ -0,0 +1,221 @@
// dear imgui: standalone example application for SDL2 + DirectX 11
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <stdio.h>
#include <SDL.h>
#include <SDL_syswm.h>
// Data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
// Main code
int main(int, char**)
{
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// Setup window
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
HWND hwnd = (HWND)wmInfo.info.win.window;
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
return 1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForD3D(window);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.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
bool done = false;
while (!done)
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplSDL2_NewFrame(window);
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
// Cleanup
ImGui_ImplDX11_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return false;
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
void CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}

View File

@ -13,9 +13,12 @@
#include <SDL.h>
#include <SDL_opengl.h>
// Main code
int main(int, char**)
{
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@ -54,7 +57,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -64,6 +67,7 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

View File

@ -31,16 +31,19 @@ LIBS =
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
## Using OpenGL loader: glad
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glbinding
## (This assumes a system-wide installation)
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
@ -50,7 +53,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL -ldl `sdl2-config --libs`
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += `sdl2-config --cflags`
CFLAGS = $(CXXFLAGS)
endif
@ -59,7 +62,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += `sdl2-config --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
@ -68,7 +71,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags sdl2`
CXXFLAGS += `pkg-config --cflags sdl2`
CFLAGS = $(CXXFLAGS)
endif
@ -88,6 +91,9 @@ endif
%.o:../libs/gl3w/GL/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)

View File

@ -9,8 +9,9 @@
#include <stdio.h>
#include <SDL.h>
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
@ -18,13 +19,20 @@
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
#include <glbinding/glbinding.h> // Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// Main code
int main(int, char**)
{
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@ -65,6 +73,9 @@ int main(int, char**)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
@ -94,7 +105,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -104,6 +115,7 @@ 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);

View File

@ -322,7 +322,7 @@ int main(int, char**)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return 1;
return -1;
}
// Setup window
@ -353,6 +353,7 @@ int main(int, char**)
SetupVulkanWindow(wd, surface, w, h);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
@ -383,7 +384,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -423,6 +424,7 @@ int main(int, char**)
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

View File

@ -121,7 +121,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
@ -139,7 +139,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>

View File

@ -62,7 +62,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -120,7 +120,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
@ -138,7 +138,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>

View File

@ -62,7 +62,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -146,6 +146,7 @@ int main(int, char**)
//g_pSwapChain->Present(0, 0); // Present without vsync
}
// Cleanup
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();

View File

@ -9,7 +9,12 @@
#include <dxgi1_4.h>
#include <tchar.h>
#define DX12_ENABLE_DEBUG_LAYER 0
//#define DX12_ENABLE_DEBUG_LAYER
#ifdef DX12_ENABLE_DEBUG_LAYER
#include <dxgidebug.h>
#pragma comment(lib, "dxguid.lib")
#endif
struct FrameContext
{
@ -80,7 +85,7 @@ int main(int, char**)
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
@ -89,7 +94,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -233,15 +238,14 @@ bool CreateDeviceD3D(HWND hWnd)
sd.Stereo = FALSE;
}
if (DX12_ENABLE_DEBUG_LAYER)
#ifdef DX12_ENABLE_DEBUG_LAYER
ID3D12Debug* pdx12Debug = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
{
ID3D12Debug* dx12Debug = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
{
dx12Debug->EnableDebugLayer();
dx12Debug->Release();
}
pdx12Debug->EnableDebugLayer();
pdx12Debug->Release();
}
#endif
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
@ -329,6 +333,15 @@ void CleanupDeviceD3D()
if (g_fence) { g_fence->Release(); g_fence = NULL; }
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
#ifdef DX12_ENABLE_DEBUG_LAYER
IDXGIDebug1* pDebug = NULL;
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
{
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
pDebug->Release();
}
#endif
}
void CreateRenderTarget()

View File

@ -60,7 +60,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -2,7 +2,7 @@
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
@ -15,6 +15,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-11-30: Platform: Added touchscreen support.
@ -24,7 +26,7 @@
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
@ -107,7 +109,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 float as well..
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
@ -256,7 +258,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
@ -282,6 +284,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
@ -388,6 +391,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
al_set_system_mouse_cursor(g_Display, cursor_id);
}

View File

@ -2,7 +2,7 @@
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:

View File

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -11,6 +11,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
@ -81,6 +82,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
ctx->GSSetShader(NULL);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@ -183,6 +185,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ID3D10SamplerState* PSSampler;
ID3D10PixelShader* PS;
ID3D10VertexShader* VS;
ID3D10GeometryShader* GS;
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
@ -201,6 +204,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ctx->PSGetShader(&old.PS);
ctx->VSGetShader(&old.VS);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
@ -255,6 +259,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();

View File

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

View File

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
@ -11,6 +11,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
@ -81,6 +83,10 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
ctx->GSSetShader(NULL, NULL, 0);
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
@ -185,8 +191,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
ID3D11VertexShader* VS;
UINT PSInstancesCount, VSInstancesCount;
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
ID3D11GeometryShader* GS;
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
@ -202,10 +209,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = 256;
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
@ -262,6 +271,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();

View File

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

View File

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
@ -13,6 +13,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Various minor tidying up.
@ -56,6 +57,14 @@ static FrameResources* g_pFrameResources = NULL;
static UINT g_numFramesInFlight = 0;
static UINT g_frameIndex = UINT_MAX;
template<typename T>
static void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
@ -132,7 +141,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// 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; }
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -155,7 +164,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -375,8 +384,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
if (g_pFontTextureResource != NULL)
g_pFontTextureResource->Release();
SafeRelease(g_pFontTextureResource);
g_pFontTextureResource = pTexture;
}
@ -502,9 +510,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
{ "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 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
psoDesc.InputLayout = { local_layout, 3 };
}
@ -588,21 +596,24 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!g_pd3dDevice)
return;
SafeRelease(g_pVertexShaderBlob);
SafeRelease(g_pPixelShaderBlob);
SafeRelease(g_pRootSignature);
SafeRelease(g_pPipelineState);
SafeRelease(g_pFontTextureResource);
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; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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++)
{
FrameResources* fr = &g_pFrameResources[i];
if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
}
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
// Setup back-end capabilities flags
@ -617,6 +628,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
g_pFrameResources = new FrameResources[num_frames_in_flight];
g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)

View File

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
@ -15,6 +15,7 @@
enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
@ -23,7 +24,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();

View File

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

View File

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

View File

@ -6,7 +6,7 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [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: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@ -15,6 +15,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
@ -48,6 +52,11 @@
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
// Data
enum GlfwClientApi
@ -60,7 +69,8 @@ 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 };
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_InstalledCallbacks = false;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
@ -112,7 +122,11 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
@ -151,6 +165,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
@ -165,14 +180,28 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
@ -181,6 +210,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
g_PrevUserCallbackChar = NULL;
if (install_callbacks)
{
g_InstalledCallbacks = true;
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
@ -203,6 +233,15 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown()
{
if (g_InstalledCallbacks)
{
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
g_InstalledCallbacks = false;
}
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
{
glfwDestroyCursor(g_MouseCursors[cursor_n]);

View File

@ -2,7 +2,7 @@
// 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. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
@ -39,7 +39,12 @@ static int g_Time = 0; // Current time, in milliseconds
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
#ifdef FREEGLUT
io.BackendPlatformName ="imgui_impl_glut (freeglut)";
#else
io.BackendPlatformName ="imgui_impl_glut";
#endif
g_Time = 0;
@ -59,6 +64,7 @@ bool ImGui_ImplGLUT_Init()
io.KeyMap[ImGuiKey_Space] = ' ';
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';

View File

@ -2,7 +2,7 @@
// 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. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:

View File

@ -2,7 +2,7 @@
// 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.
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
// Missing features:
// [ ] Renderer: Clipping rectangles are not honored.
@ -12,6 +12,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
@ -235,6 +236,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
io.KeyMap[ImGuiKey_A] = s3eKeyA;
io.KeyMap[ImGuiKey_C] = s3eKeyC;
io.KeyMap[ImGuiKey_V] = s3eKeyV;

View File

@ -2,7 +2,7 @@
// 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.
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See 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

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See 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

@ -2,8 +2,8 @@
// 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.
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See 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

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// 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: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See 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.
@ -18,13 +18,14 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 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.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2017-09-01: OpenGL: Save and restore current polygon mode.
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
@ -89,6 +90,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
@ -126,6 +128,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
// Setup desired GL state
@ -193,6 +196,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
bool ImGui_ImplOpenGL2_CreateFontsTexture()
@ -201,7 +205,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;

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@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// 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: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See 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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@ -1,11 +1,11 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 3.x 4.x
// - Desktop GL: 2.x 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..)
// 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.
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See 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.
@ -13,6 +13,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-07: OpenGL: Added support for glbindings OpenGL loader.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 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.
@ -75,19 +79,34 @@
#include "TargetConditionals.h"
#endif
// Auto-detect GL version
// Auto-enable GLES on matching platforms
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#else
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
@ -99,20 +118,25 @@
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
#include <glbinding/gl/gl.h> // Initialize with glbinding::initialize()
#include <glbinding/glbinding.h>
using namespace gl;
#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
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
#else
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
#endif
// OpenGL Data
static char g_GlslVersionString[32] = "";
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
@ -122,14 +146,26 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
// Query for GL version
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
g_GlVersion = major * 1000 + minor;
#else
g_GlVersion = 2000; // GLES 2
#endif
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 3200)
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.
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)
glsl_version = "#version 100";
@ -144,6 +180,25 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char* gl_loader = "Unknown";
IM_UNUSED(gl_loader);
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
gl_loader = "GL3W";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
gl_loader = "GLEW";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = "GLAD";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
gl_loader = "glbinding";
#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
gl_loader = "Custom";
#endif
// 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.
@ -160,7 +215,7 @@ void ImGui_ImplOpenGL3_Shutdown()
void ImGui_ImplOpenGL3_NewFrame()
{
if (!g_FontTexture)
if (!g_ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
@ -312,11 +367,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 3200)
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)));
else
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
@ -357,7 +413,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
@ -609,20 +665,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VboHandle = g_ElementsHandle = 0;
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}

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@ -1,11 +1,11 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 3.x 4.x
// - Desktop GL: 2.x 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..)
// 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.
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See 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.
@ -23,25 +23,45 @@
#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) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#endif
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Desktop OpenGL: attempt to detect default GL loader based on available header files.
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
#if defined(__has_include)
#if __has_include(<GL/glew.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
#elif __has_include(<glad/glad.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#elif __has_include(<GL/gl3w.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#elif __has_include(<glbinding/gl/gl.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING
#else
#error "Cannot detect OpenGL loader!"
#endif
#else
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W
#endif
#endif

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@ -13,5 +13,5 @@
IMGUI_API bool ImGui_ImplOSX_Init();
IMGUI_API void ImGui_ImplOSX_Shutdown();
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view);
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);

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@ -14,6 +14,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-10-11: Inputs: Fix using Backspace key.
// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
// 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.
@ -22,7 +25,7 @@
// Data
static CFAbsoluteTime g_Time = 0.0;
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_MouseCursorHidden = false;
// Undocumented methods for creating cursors.
@ -45,7 +48,7 @@ bool ImGui_ImplOSX_Init()
//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.
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
const int offset_for_function_keys = 256 - 0xF700;
io.KeyMap[ImGuiKey_Tab] = '\t';
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
@ -62,6 +65,7 @@ bool ImGui_ImplOSX_Init()
io.KeyMap[ImGuiKey_Space] = 32;
io.KeyMap[ImGuiKey_Enter] = 13;
io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_KeyPadEnter] = 13;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
@ -75,13 +79,40 @@ bool ImGui_ImplOSX_Init()
g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
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.
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
// Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
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;
};
return true;
}
@ -122,9 +153,12 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
{
// Setup display size
ImGuiIO& io = ImGui::GetIO();
if (view)
{
const float dpi = [view.window backingScaleFactor];
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
}
// Setup time step
if (g_Time == 0.0)
@ -201,7 +235,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
}
}
else
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
{
wheel_dx = [event deltaX];
wheel_dy = [event deltaY];
@ -222,7 +256,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
for (int i = 0; i < len; i++)
{
int c = [str characterAtIndex:i];
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF))
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
io.AddInputCharacter((unsigned int)c);
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed

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@ -17,6 +17,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 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.
@ -56,8 +59,9 @@
static SDL_Window* g_Window = NULL;
static Uint64 g_Time = 0;
static bool g_MousePressed[3] = { false, false, false };
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static char* g_ClipboardTextData = NULL;
static bool g_MouseCanUseGlobalState = true;
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
@ -111,7 +115,11 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
#endif
return true;
}
}
@ -144,6 +152,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
@ -155,6 +164,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL;
// Load mouse cursors
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
@ -163,6 +173,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Check and store if we are on Wayland
g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
@ -190,6 +204,14 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
return ImGui_ImplSDL2_Init(window);
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window);
}
void ImGui_ImplSDL2_Shutdown()
{
g_Window = NULL;
@ -225,14 +247,18 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
#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)
{
if (g_MouseCanUseGlobalState)
{
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
// Won't use this workaround when on Wayland, as there is no global mouse position.
int wx, wy;
SDL_GetWindowPosition(focused_window, &wx, &wy);
SDL_GetGlobalMouseState(&mx, &my);
mx -= wx;
my -= wy;
}
io.MousePos = ImVec2((float)mx, (float)my);
}

View File

@ -21,6 +21,7 @@ typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(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(const SDL_Event* event);

View File

@ -2,7 +2,7 @@
// 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.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
@ -22,6 +22,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
@ -721,6 +722,9 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
VkPipelineMultisampleStateCreateInfo ms_info = {};
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
if (v->MSAASamples != 0)
ms_info.rasterizationSamples = v->MSAASamples;
else
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineColorBlendAttachmentState color_attachment[1] = {};

View File

@ -2,7 +2,7 @@
// 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.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
@ -37,6 +37,7 @@ struct ImGui_ImplVulkan_InitInfo
VkDescriptorPool DescriptorPool;
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
};

View File

@ -13,11 +13,23 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <XInput.h>
#include <tchar.h>
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <XInput.h>
#else
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
#endif
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
#pragma comment(lib, "xinput")
//#pragma comment(lib, "Xinput9_1_0")
#endif
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 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.
@ -39,7 +51,7 @@
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data
static HWND g_hWnd = 0;
static HWND g_hWnd = NULL;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
@ -78,6 +90,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
@ -119,6 +132,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
}
::SetCursor(::LoadCursor(NULL, win32_cursor));
}
@ -146,13 +160,10 @@ static void ImGui_ImplWin32_UpdateMousePos()
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()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
@ -195,6 +206,7 @@ static void ImGui_ImplWin32_UpdateGamepads()
#undef MAP_BUTTON
#undef MAP_ANALOG
}
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
void ImGui_ImplWin32_NewFrame()

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@ -13,9 +13,13 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Configuration: Disable gamepad support or linking with xinput.lib
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
/*
#if 0
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/
#endif

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@ -14,6 +14,7 @@
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
@ -22,20 +23,23 @@
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Disable all of Dear ImGui or don't implement standard windows.
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//---- Include imgui_user.h at the end of imgui.h as a convenience
@ -51,6 +55,10 @@
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library.
// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
// #define IMGUI_USE_STB_SPRINTF
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
@ -63,9 +71,9 @@
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
@ -75,6 +83,19 @@
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
// This adds a small runtime cost which is why it is not enabled by default.
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
/*
namespace ImGui

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@ -1,4 +1,4 @@
// dear imgui, v1.71
// dear imgui, v1.75
// (drawing and font code)
/*
@ -27,6 +27,8 @@ Index of this file:
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
@ -72,13 +74,12 @@ Index of this file:
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
#if __GNUC__ >= 8
#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-------------------------------------------------------------------------
@ -261,7 +262,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
@ -317,7 +318,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
@ -349,15 +350,30 @@ ImDrawListSharedData::ImDrawListSharedData()
Font = NULL;
FontSize = 0.0f;
CurveTessellationTol = 0.0f;
CircleSegmentMaxError = 0.0f;
ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
InitialFlags = ImDrawListFlags_None;
// Const data
// Lookup tables
for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a));
}
memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError()
}
void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
return;
CircleSegmentMaxError = max_error;
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = i + 1.0f;
const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError);
CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255);
}
}
void ImDrawList::Clear()
@ -365,7 +381,7 @@ void ImDrawList::Clear()
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
Flags = _Data->InitialFlags;
Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
_VtxCurrentOffset = 0;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
@ -392,7 +408,7 @@ void ImDrawList::ClearFreeMemory()
ImDrawList* ImDrawList::CloneOutput() const
{
ImDrawList* dst = IM_NEW(ImDrawList(NULL));
ImDrawList* dst = IM_NEW(ImDrawList(_Data));
dst->CmdBuffer = CmdBuffer;
dst->IdxBuffer = IdxBuffer;
dst->VtxBuffer = VtxBuffer;
@ -517,10 +533,13 @@ void ImDrawList::PopTextureID()
UpdateTextureID();
}
// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
// Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
// Large mesh support (when enabled)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
_VtxCurrentOffset = VtxBuffer.Size;
@ -540,6 +559,17 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
}
// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count);
}
// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
@ -861,26 +891,26 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
}
}
void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius == 0.0f || a_min_of_12 > a_max_of_12)
{
_Path.push_back(centre);
_Path.push_back(center);
return;
}
_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
for (int a = a_min_of_12; a <= a_max_of_12; a++)
{
const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
_Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
_Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
}
}
void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments)
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius == 0.0f)
{
_Path.push_back(centre);
_Path.push_back(center);
return;
}
@ -890,10 +920,21 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
for (int i = 0; i <= num_segments; i++)
{
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
_Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius));
_Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
}
}
ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
{
float u = 1.0f - t;
float w1 = u*u*u;
float w2 = 3*u*u*t;
float w3 = 3*u*t*t;
float w4 = t*t*t;
return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y);
}
// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
float dx = x4 - x1;
@ -914,7 +955,6 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f;
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
}
@ -925,26 +965,17 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
// Auto-tessellated
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0);
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
{
float t = t_step * i_step;
float u = 1.0f - t;
float w1 = u*u*u;
float w2 = 3*u*u*t;
float w3 = 3*u*t*t;
float w4 = t*t*t;
_Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
}
_Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
}
}
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
{
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);
@ -969,44 +1000,46 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int
}
}
void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a + ImVec2(0.5f,0.5f));
PathLineTo(b + ImVec2(0.5f,0.5f));
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
PathStroke(col, false, thickness);
}
// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness)
// p_min = upper-left, p_max = lower-right
// Note we don't render 1 pixels sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (Flags & ImDrawListFlags_AntiAliasedLines)
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags);
PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners);
else
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes.
PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
PathStroke(col, true, thickness);
}
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags)
void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding > 0.0f)
{
PathRect(a, b, rounding, rounding_corners_flags);
PathRect(p_min, p_max, rounding, rounding_corners);
PathFillConvex(col);
}
else
{
PrimReserve(6, 4);
PrimRect(a, b, col);
PrimRect(p_min, p_max, col);
}
}
void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
// p_min = upper-left, p_max = lower-right
void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
{
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
return;
@ -1015,87 +1048,150 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
PrimReserve(6, 4);
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
PrimWriteVtx(a, uv, col_upr_left);
PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
PrimWriteVtx(c, uv, col_bot_right);
PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
PrimWriteVtx(p_min, uv, col_upr_left);
PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
PrimWriteVtx(p_max, uv, col_bot_right);
PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
}
void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(d);
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathStroke(col, true, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(d);
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathFillConvex(col);
}
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathStroke(col, true, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathFillConvex(col);
}
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
return;
// Obtain segment count
if (num_segments <= 0)
{
// Automatic segment count
const int radius_idx = (int)radius - 1;
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
}
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
if (num_segments == 12)
PathArcToFast(center, radius - 0.5f, 0, 12);
else
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
return;
// Obtain segment count
if (num_segments <= 0)
{
// Automatic segment count
const int radius_idx = (int)radius - 1;
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
}
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
if (num_segments == 12)
PathArcToFast(center, radius, 0, 12);
else
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
// Cubic Bezier takes 4 controls points
void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(pos0);
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
PathLineTo(p1);
PathBezierCurveTo(p2, p3, p4, num_segments);
PathStroke(col, false, thickness);
}
@ -1133,7 +1229,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
}
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
@ -1143,13 +1239,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimRectUV(a, b, uv_a, uv_b, col);
PrimRectUV(p_min, p_max, uv_min, uv_max, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
@ -1159,20 +1255,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners)
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
{
AddImage(user_texture_id, a, b, uv_a, uv_b, col);
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
}
@ -1181,10 +1277,10 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
PushTextureID(user_texture_id);
int vert_start_idx = VtxBuffer.Size;
PathRect(a, b, rounding, rounding_corners);
PathRect(p_min, p_max, rounding, rounding_corners);
PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
if (push_texture_id)
PopTextureID();
@ -1213,7 +1309,7 @@ void ImDrawListSplitter::ClearFreeMemory()
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
{
IM_ASSERT(_Current == 0 && _Count <= 1);
IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
_Channels.resize(channels_count);
@ -1262,7 +1358,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
int new_cmd_buffer_count = 0;
int new_idx_buffer_count = 0;
ImDrawCmd* last_cmd = (_Count > 0 && _Channels[0]._CmdBuffer.Size > 0) ? &_Channels[0]._CmdBuffer.back() : NULL;
ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
for (int i = 1; i < _Count; i++)
{
@ -1274,7 +1370,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
// Merge previous channel last draw command with current channel first draw command if matching.
last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
idx_offset += ch._CmdBuffer[0].ElemCount;
ch._CmdBuffer.erase(ch._CmdBuffer.Data);
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
}
if (ch._CmdBuffer.Size > 0)
last_cmd = &ch._CmdBuffer.back();
@ -1300,12 +1396,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
}
draw_list->_IdxWritePtr = idx_write;
draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
draw_list->UpdateTextureID();
_Count = 1;
}
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
{
IM_ASSERT(idx < _Count);
IM_ASSERT(idx >= 0 && idx < _Count);
if (_Current == idx)
return;
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
@ -1425,6 +1522,7 @@ ImFontConfig::ImFontConfig()
MergeMode = false;
RasterizerFlags = 0x00;
RasterizerMultiply = 1.0f;
EllipsisChar = (ImWchar)-1;
memset(Name, 0, sizeof(Name));
DstFont = NULL;
}
@ -1617,6 +1715,9 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
}
if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
// Invalidate texture
ClearTexData();
return new_font_cfg.DstFont;
@ -1651,6 +1752,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
font_cfg.SizePixels = 13.0f * 1.0f;
if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
font_cfg.EllipsisChar = (ImWchar)0x0085;
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
@ -1666,7 +1768,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
if (!data)
{
IM_ASSERT(0); // Could not load file.
IM_ASSERT_USER_ERROR(0, "Could not load font file!");
return NULL;
}
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
@ -1718,10 +1820,11 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
{
IM_ASSERT(id >= 0x10000);
// Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000)
IM_ASSERT(id >= 0x110000);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
CustomRect r;
ImFontAtlasCustomRect r;
r.ID = id;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
@ -1734,7 +1837,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
IM_ASSERT(font != NULL);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
CustomRect r;
ImFontAtlasCustomRect r;
r.ID = id;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
@ -1745,7 +1848,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
return CustomRects.Size - 1; // Return index
}
void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
{
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
@ -1761,7 +1864,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
return false;
IM_ASSERT(CustomRectIds[0] != -1);
ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]];
ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]];
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
@ -1898,7 +2001,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
{
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
continue;
@ -2062,7 +2165,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
@ -2073,7 +2176,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
// Register glyph
stbtt_aligned_quad q;
@ -2120,7 +2223,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
IM_ASSERT(pack_context != NULL);
ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;
IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
ImVector<stbrp_rect> pack_rects;
@ -2146,7 +2249,7 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->CustomRectIds[0] >= 0);
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
IM_ASSERT(r.IsPacked());
@ -2181,8 +2284,8 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
// Register custom rectangle glyphs
for (int i = 0; i < atlas->CustomRects.Size; i++)
{
const ImFontAtlas::CustomRect& r = atlas->CustomRects[i];
if (r.Font == NULL || r.ID > 0x10000)
const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
if (r.Font == NULL || r.ID >= 0x110000)
continue;
IM_ASSERT(r.Font->ContainerAtlas == atlas);
@ -2195,6 +2298,23 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
for (int i = 0; i < atlas->Fonts.Size; i++)
if (atlas->Fonts[i]->DirtyLookupTables)
atlas->Fonts[i]->BuildLookupTable();
// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
// FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots.
for (int i = 0; i < atlas->Fonts.size(); i++)
{
ImFont* font = atlas->Fonts[i];
if (font->EllipsisChar != (ImWchar)-1)
continue;
const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++)
if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists
{
font->EllipsisChar = ellipsis_variants[j];
break;
}
}
}
// Retrieve list of range (2 int per range, values are inclusive)
@ -2429,7 +2549,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
text += c_len;
if (c_len == 0)
break;
if (c < 0x10000)
if (c <= IM_UNICODE_CODEPOINT_MAX)
AddChar((ImWchar)c);
}
}
@ -2443,12 +2563,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
int max_codepoint = 0x10000;
for (int n = 0; n < max_codepoint; n++)
const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
for (int n = 0; n <= max_codepoint; n++)
if (GetBit(n))
{
out_ranges->push_back((ImWchar)n);
while (n < max_codepoint - 1 && GetBit(n + 1))
while (n < max_codepoint && GetBit(n + 1))
n++;
out_ranges->push_back((ImWchar)n);
}
@ -2464,6 +2584,7 @@ ImFont::ImFont()
FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
FallbackChar = (ImWchar)'?';
EllipsisChar = (ImWchar)-1;
DisplayOffset = ImVec2(0.0f, 0.0f);
FallbackGlyph = NULL;
ContainerAtlas = NULL;
@ -2566,7 +2687,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
if (ConfigData->PixelSnapH)
glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
glyph.AdvanceX = IM_ROUND(glyph.AdvanceX);
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
DirtyLookupTables = true;
@ -2576,7 +2697,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
{
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
int index_size = IndexLookup.Size;
unsigned int index_size = (unsigned int)IndexLookup.Size;
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
return;
@ -2693,7 +2814,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
}
// We ignore blank width at the end of the line (they can be skipped)
if (line_width + word_width >= wrap_width)
if (line_width + word_width > wrap_width)
{
// Words that cannot possibly fit within an entire line will be cut anywhere.
if (word_width < wrap_width)
@ -2808,8 +2929,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
if (const ImFontGlyph* glyph = FindGlyph(c))
{
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = (float)(int)pos.x + DisplayOffset.x;
pos.y = (float)(int)pos.y + DisplayOffset.y;
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
@ -2821,8 +2942,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect
pos.x = (float)(int)pos.x + DisplayOffset.x;
pos.y = (float)(int)pos.y + DisplayOffset.y;
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
float x = pos.x;
float y = pos.y;
if (y > clip_rect.w)
@ -2995,9 +3116,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
x += char_width;
}
// Give back unused vertices
draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
draw_list->_VtxWritePtr = vtx_write;
draw_list->_IdxWritePtr = idx_write;
@ -3011,19 +3132,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// - RenderMouseCursor()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderPixelEllipsis()
//-----------------------------------------------------------------------------
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor)
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{
if (mouse_cursor == ImGuiMouseCursor_None)
return;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
const ImU32 col_shadow = IM_COL32(0, 0, 0, 48);
const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black
const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
@ -3121,18 +3237,6 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
draw_list->PathFillConvex(col);
}
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
// the boldness or positioning of what the font uses...
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count)
{
ImFont* font = draw_list->_Data->Font;
const float font_scale = draw_list->_Data->FontSize / font->FontSize;
pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f);
for (int dot_n = 0; dot_n < count; dot_n++)
draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);
}
//-----------------------------------------------------------------------------
// [SECTION] Decompression code
//-----------------------------------------------------------------------------
@ -3193,9 +3297,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns
{
const unsigned long ADLER_MOD = 65521;
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
unsigned long blocklen, i;
unsigned long blocklen = buflen % 5552;
blocklen = buflen % 5552;
unsigned long i;
while (buflen) {
for (i=0; i + 7 < blocklen; i += 8) {
s1 += buffer[0], s2 += s1;
@ -3222,10 +3326,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns
static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
{
unsigned int olen;
if (stb__in4(0) != 0x57bC0000) return 0;
if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
olen = stb_decompress_length(i);
const unsigned int olen = stb_decompress_length(i);
stb__barrier_in_b = i;
stb__barrier_out_e = output + olen;
stb__barrier_out_b = output;
@ -3357,3 +3460,5 @@ static const char* GetDefaultCompressedFontDataTTFBase85()
{
return proggy_clean_ttf_compressed_data_base85;
}
#endif // #ifndef IMGUI_DISABLE

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -1,10 +1,10 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 0.99.
// This is a slightly modified version of stb_rect_pack.h 1.00.
// Those changes would need to be pushed into nothings/stb:
// - Added STBRP__CDECL
// Grep for [DEAR IMGUI] to find the changes.
// stb_rect_pack.h - v0.99 - public domain - rectangle packing
// stb_rect_pack.h - v1.00 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
@ -37,9 +37,11 @@
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
@ -357,6 +359,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
@ -420,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height < c->height) {
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;

View File

@ -16,3 +16,9 @@ misc/natvis/
Natvis file to describe dear imgui types in the Visual Studio debugger.
With this, types like ImVector<> will be displayed nicely in the debugger.
You can include this file a Visual Studio project file, or install it in Visual Studio folder.
misc/single_file/
Single-file header stub.
We use this to validate compiling all *.cpp files in a same compilation unit.
Users of that technique (also called "Unity builds") can generally provide this themselves,
so we don't really recommend you use this in your projects.

View File

@ -1,9 +1,10 @@
// ImGui - binary_to_compressed_c.cpp
// dear imgui
// (binary_to_compressed_c.cpp)
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
// The data is first compressed with stb_compress() to reduce source code size,
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
// Note that even with compression, the output array is likely to be bigger than the binary file..
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
@ -48,12 +49,15 @@ int main(int argc, char** argv)
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
else
{
printf("Unknown argument: '%s'\n", argv[argn]);
fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]);
return 1;
}
}
return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1;
bool ret = binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression);
if (!ret)
fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]);
return ret ? 0 : 1;
}
char Encode85Byte(unsigned int x)

View File

@ -36,6 +36,7 @@
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#endif
@ -544,7 +545,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
const float descent = src_tmp.Font.Info.Descender;
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
@ -571,7 +572,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
char_off_x += cfg.PixelSnapH ? IM_FLOOR((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
// Register glyph
float x0 = info.OffsetX + char_off_x;
@ -645,7 +646,8 @@ static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size
bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
{
// FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
FT_MemoryRec_ memory_rec = { 0 };
FT_MemoryRec_ memory_rec = {};
memory_rec.user = NULL;
memory_rec.alloc = &FreeType_Alloc;
memory_rec.free = &FreeType_Free;
memory_rec.realloc = &FreeType_Realloc;

View File

@ -0,0 +1,17 @@
// imgui_single_file.h
// We use this to validate compiling all *.cpp files in a same compilation unit.
// Users of that technique (also called "Unity builds") can generally provide this themselves,
// so we don't really recommend you use this in your projects.
// Do this:
// #define IMGUI_IMPLEMENTATION
// Before you include this file in *one* C++ file to create the implementation.
// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit.
#include "../../imgui.h"
#ifdef IMGUI_IMPLEMENTATION
#include "../../imgui.cpp"
#include "../../imgui_demo.cpp"
#include "../../imgui_draw.cpp"
#include "../../imgui_widgets.cpp"
#endif