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284 Commits
v1.79 ... v1.80

Author SHA1 Message Date
58075c4414 Version 1.80 2021-01-21 20:36:18 +01:00
5178c3ce21 Tables: added ImGuiTableFlags_NoHostExtendX instead of using outer_size.x == 0.0f. Changed default outer_size to (0.0f, 0.0f). (#3605) 2021-01-21 16:20:31 +01:00
3b409d2b68 BeginChild: half-fixed child window name longer than 255 conflicting, merely raised the limit by using our shared large buffer. Comments. 2021-01-21 12:36:47 +01:00
6737037743 Tab Bar: fix 0ea4408 (#3414) 2021-01-20 19:35:10 +01:00
74b3b7cf58 Added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). (#3737)
+ Offset ImGuiTableColumnFlags values.
2021-01-20 19:18:03 +01:00
dc0f3d982c DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value + disabled experimental click-to-input on DragXXX functions. (#3737) 2021-01-20 18:36:21 +01:00
ae0d2dd614 Tables: rework submission of content size and ideal content size to outer window (now using IdealMaxPos introduced in 6af92b0).
See Tests suite "table_reported_size_outer".
2021-01-20 11:38:46 +01:00
f379dc28a3 ImBitArray: Rename ClearBits() to ClearAllBits() and add SetAllBits(). ImBitArraySetBitRange work on range [n..n2) instead of [n..n2] 2021-01-20 11:33:59 +01:00
3fef132f62 Tables: Clear scroll value when reactivating scroll. Assert when passing width/weight to TableSetupColumn() without an explicit sizing policy at either table or column label.
Clearing scroll was initially made desirable by tests exhibiting side effects but generally feels saner.
table->UserOuterSize is poorly used in this commit but will be by subsequent commits.
2021-01-19 21:55:28 +01:00
0ea4408fd4 Tab Bar: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. Followup to afa01d8. (#3414)
+ minor Table rename
2021-01-15 22:52:47 +01:00
6af92b05bf Internals: Layout: maintain two content sizes, optionally writing to IdealMaxPos to distinguish used from ideal size, later is used for auto-fit. Unused in this commit, should be no-op. (#3414)
# Conflicts:
#	imgui.cpp
2021-01-15 22:52:42 +01:00
6470681d87 Use GitHub URL for Tracy Profiler. (#3721) 2021-01-15 22:39:27 +01:00
4d419d1211 Tables: fixed ColumnsAutoFitWidth for resizable fixed columns reporting ideal width. 2021-01-15 17:48:36 +01:00
3e712631da Tables: more moving of code in EndTable(), should have no side-effect. 2021-01-15 14:20:24 +01:00
626e3e2b3b Tables: fix reported inner-width for scrolling tables off by a small padding amount + moved code.
Makes not much difference for inner-scrolling but makes a difference when reported to outer-window.
2021-01-15 12:40:40 +01:00
3edfc042ff Tables: Internals: Renaming, tweaks preparing ahead for trickier changes (should be all no-op). 2021-01-15 11:11:16 +01:00
9e281c12a8 Tables: Fixed very small tables edge cases: inverted clip rect with freezing + scroll, missing borders. 2021-01-14 19:16:06 +01:00
b0db741770 Demo tweaks. Moved Tabs to Widgets section. Added to Tables demo. Increased version following 00b35c08. 2021-01-14 11:59:33 +01:00
00b35c081e Tables: (breaking) removed ImGuiTableColumnFlags_WidthAuto which now can be expressed as _Fixed + _NoResize. WidthRequest gets updated when RequestOutputMaskByIndex is set rather than Visible. 2021-01-13 18:42:02 +01:00
8cea3e3ed3 Tables: fixed border straying out of rect when using ImGuiTableFlags_NoBordersInBody with small height. 2021-01-13 12:24:55 +01:00
002ba1a69f Tables: comments, tweak. CollapsingHeader: comments. (#3715) 2021-01-13 10:07:59 +01:00
feaa7ea003 Examples: Emscripten: Amend ba636c5. (#3705) 2021-01-11 18:46:23 +01:00
0f14dd9781 Examples: Emscripten: Add 'make serve' helper, move output to web/ folder. (#3705) 2021-01-11 18:46:23 +01:00
31a2f0c164 Tables: fixed outer_width misreported to layout for use with SameLine when ScrollY is set but not ScrollX (#3704, #3414) 2021-01-11 11:31:50 +01:00
e485d451d1 Backends: DX12: improve Windows 7 compatibility (#3696)
- Attempt to load d3d12.dll from local D3D12On7 paths before falling back to System32
- Do not statically import D3D12SerializeRootSignature
2021-01-11 11:07:43 +01:00
36535514d5 Backends: DX12: Fix warning (#3706). Disable obsolete Tables enums, leave them commented out. Using _MSVC_LANG to enable offsetof() and static_assert() on VS2015.3+ 2021-01-11 10:54:52 +01:00
e18abe3619 Tables: (Breaking) Added ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp. Removed ImGuiTableFlags_SameWidths.
Simplified some code and clariffied that currently non-resizable = always revert to default (while waiting to untangle Fixed vs Auto and programmatic override not going through TableSetupColumn)
Whereas ImGuiTableFlags_SameWidths has some unusual handling of mixed Fixed/Stretch columns, we know treat them separately.
2021-01-08 18:40:52 +01:00
0e3ba37e6d Tables: Tidying up. Shuffle some columns fields to facilitate debugging + comments + demo tweaks + metrics highlight. 2021-01-08 18:32:18 +01:00
414f82254b Tables: (Breaking) rename ImGuiTableFlags_SizingPolicyFixed > ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch > ImGuiTableFlags_SizingStretchSame in prevision for new policies. 2021-01-08 18:10:55 +01:00
8b5f3798e0 Tables: Moved demo chunks. Made right-most non-resizable same-width column hidden to alleviate the issue where they are off by 1 pixel. 2021-01-07 17:11:18 +01:00
94a432275b ImDrawList: Internals: Add ability to scale anti-alias fringe. This enable users to keep geometry sharp while scaling vertex buffer content. 2021-01-05 16:34:11 +01:00
9bcf77eb81 Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034) + fix some PVS warnings, fix typo, blanks.
Amend e28b1078
2021-01-04 19:15:20 +01:00
7d5d5711c2 Backends: OpenGL2, OpenGL3: Backup and restore GL_SHADE_MODAL, GL_STENCIL_TEST, clear GL_NORMAL_ARRAY. Comments., (#3671, #3668) 2021-01-03 17:01:54 +01:00
0a5f399805 Tables: Fix hiding column right after the frozen line. Fix hovering/resising column delimiter scrolled under frozen columns. (#3678) 2021-01-03 15:45:56 +01:00
1c1d3b7ab5 Added 64-bit variants of CheckboxFlags() in imgui_internal.h. Improve assert on mismatched ListBoxFooter() call. Fix FAQ index. (#3687) 2021-01-03 15:45:56 +01:00
8ec5daf35d Happy new year! 2021-01-03 15:42:32 +01:00
fa963b9aaf Inputs: Internal: added SetItemUsingMouseWheel() and mechanism to request mouse wheel for both HoveredId and ActiveId. (#2891)
Based on @kudaba PR.
2020-12-25 18:22:34 +01:00
eb88fee052 Tables: internal tidying up, calculate WidthAuto in first loop of layout + TableSetupColumn() with unspecified stretch weight leaves it at -1.0f (unset) rather than overrding default. Amend 3b3503e.
Both changes are intended to have no side-effects. Committed separately from upcoming commit for easier future bissecting.
Small demo fix.
2020-12-25 16:30:44 +01:00
68faa16e1d Tables: report auto-fit width in EndTable(), extracted TableGetColumnWidthAuto(). fix minor flickering with IsPreserveWidthAuto (which is a debug feature still), moved some code. 2020-12-25 15:52:42 +01:00
3573195112 Tables: (breaking) rename ImGuiTableFlags_ColumnsWidthStretch > ImGuiTableFlags_SizingPolicyStretch, ImGuiTableFlags_ColumnsWidthFixed > ImGuiTableFlags_SizingPolicyFixed in prevision for other policies. 2020-12-24 18:32:27 +01:00
b015ea93fd Style tweaks, disabled default window rounding by default, reduced size of resize grip, made less prominent, increased WindowBg alpha in classic style.
TestEngine: Fixed Checkbox() not reporting its checkable state when clipped.
2020-12-24 18:31:51 +01:00
3fbb928c9f Tables: explicit/custom width in TableSetupColumn() is reapplied when table or column becomes not resizable. Comments. 2020-12-23 12:14:55 +01:00
956435768f Tables: (breaking) renamed ImGuiTableColumnFlags_WidthAutoResize to _WidthAuto., default to WidthFixed policy when host window has auto-resize.
Fix edge case with TableSetColumnWidth on small windows (amend 972ca816)
2020-12-23 11:39:15 +01:00
d497f112e7 Tables: simplified and tidying up TableSetColumnWidth(), fixes resizing a fixed column surrounded by stretch column (manually or via auto-fit menu). TableHeader() showing highlighted when held. 2020-12-22 17:13:11 +01:00
972ca8166f Tables: extracted code for TableGetMaxColumnWidth(), fixing "stuck" resize being lossy as it used an older calculation for it and didn't honor e.g. _NoKeepColumnsVisible 2020-12-22 16:40:52 +01:00
1aa59f90d0 Minor API comments and tweaks, standardize index used in imgui.h. Tables: tweaked TableSetupColumn() assert to use IM_ASSERT_USER_ERROR(). 2020-12-22 15:30:26 +01:00
2e48c2da81 Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018) + tables tweaks. 2020-12-21 19:42:37 +01:00
4d8e839ddf Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(), ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). (#3127, #3664, #3665)
Renamed corresponding internal functions as well.
2020-12-21 17:13:36 +01:00
550bfcfc59 Amend defce31 Add ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() (#3127, #3664, #3665) 2020-12-21 16:30:10 +01:00
defce31c2e Add ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() (#3127, #3664, #3665) 2020-12-21 16:25:14 +01:00
a640698123 Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) 2020-12-21 15:53:42 +01:00
ae63d56426 Tables: remove ImGuiTableFlags_NoHeadersWidth since it is so rarely used and can be specified on a per-column basis. 2020-12-18 19:03:47 +01:00
532aa5a69b Tables: (breaking) change outer_size.x default value to -FLT_MIN, make outer_size.x == 0.0f act as ImGuiTableFlags_NoHostExtendX (#3605, ad83976b) when no scrolling and no stretch column. Which is more consistent.
Demo: moved "Compact table" to "Padding" section, makes more sense. Tweaked demo.
2020-12-18 17:51:50 +01:00
22ace4438c Tables: clarify assumption that rendering of bg/borders in bg0/bg1 are cpu-clipped allowing frozen/unfrozen to share drawcmd + remove offset on outer borders of scrolling tables. 2020-12-18 14:33:16 +01:00
30468829c2 Tables: Internal: Maintain InnerRect to further clarify some code. Renamed Bg1 fields to Bg2 (used by Selectable) as the other handles Bg0+Bg1. 2020-12-18 14:32:51 +01:00
ad83976b35 Tables: Added ImGuiTableFlags_NoHostExtendX (#3605) marked as WIP, will probably rename.
Moved some code from BeginTable() to TableUpdateLayout() to late latch some of the required data.
2020-12-18 14:32:51 +01:00
c4dbab8f5e Tables: reset all width apply to hidden stretch columns. Comments. 2020-12-16 17:12:21 +01:00
1fb26d18c4 Tables: fixed seemingly unnecessarily copy of ImGuiTableColumnFlags_NoDirectResize_ which broken resizing from W3| in a F1 W3 F2 setup. Header only allow overlap on hover, not when active (amend f2df804f)
Otherwise TableUpdateBorders() tends to override mouse cursor.
2020-12-16 15:43:51 +01:00
892b48e2d6 Tables: Lock contents width while resizing down an horizontal scrolling table. Headers declare ideal width regardless of clipping. Misc comments. 2020-12-16 13:04:49 +01:00
bd899efbd0 Tables: fixed "resize to default" of multiple stretch column (added 3b3503e, broken 7a61f340).
Fixed a warning.
Storing RightMostStretchedColumn column for resizing code.
Avoid clearing RightMostEnabledColumn in BeginTable() so resizing code can potentially use it.
(Added regression tests for resize all to default imgui_dev)
2020-12-14 15:49:20 +01:00
f2df804fcc Tables: four small fixes.
Fixed last item flags leaking to disabled column, affecting IsItemHovered(). (#3651).
Validate and fix invalid DisplayOrder data from ini file.
Allow TableHeaderRows() to function will missing TableSetupColumn() calls.
Made TableHeader() use AllowItemOverlap mode to allow submit subsequent item in same cell, since it covers the whole cell area.
2020-12-13 19:57:19 +01:00
738606a294 Tables: added ImGuiTableFlags_SortTristate. Renamed ImGuiTableFlags_MultiSortable to ImGuiTableFlags_SortMulti. Removed now unused FlagsIn storage. 2020-12-11 23:01:09 +01:00
cad8935bfd Tables: revert setting colum cliprect.max.x to WorkMax.x instead of Max.x at it complicates header code. Fix clipped sort arrow. (amend 17536f9a) 2020-12-11 21:31:55 +01:00
bff1836922 Internals: added facility to hide windows from render without interfering with the HiddenFramesCanSkipItems/HiddenFramesCannotSkipItems fields which have effects on layout. Compact some fields.
Ideally we'd have a simpler system but it's not easy to make the capture system change to hook at the right spot. Will rework.
2020-12-11 14:37:58 +01:00
1ad5502f18 Tables: Closer to zero-clear constructor. Lazily clearing name offsets to avoid an iteration in BeginTable(). Removed unused TableSetColumnIsEnabled(), signature went faulty anyway. 2020-12-10 19:45:20 +01:00
76964a27ce Tables: moved TableNextRow(), TableBeginRow(), TableEndRow(), TableNextColumn(), TableBeginCell(), TableEndCell() to their own section. 2020-12-10 18:39:37 +01:00
e6b875c09b Tables: Ditch old columns flags/setting if not called again. Displaying right-most border when using _SameWidths. Moving Width-related functions to their own section.
Effectively removed the TableFixColumnFlags() in first loop of TableUpdateLayout() to replace it with similar one but only when column not declared. I think this should be the right thing.
2020-12-10 18:33:33 +01:00
3346544cf5 Examples: Fix batch files (amend b1a18d82, #3513), standardize them + DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe. 2020-12-09 18:28:02 +01:00
17536f9add Tables: more consistent use of CellPadding.x*2 and clip-rect on right-most side of non-bordered column + fix cellbg for standalone TableHeader call.
Using CellPadding.x on both sides when BorderV is off, generally most consistent and with default value (4,2) promotes at-glance visible spacing between non-bordered columns. Effectively double horizontal padding on non-bordered columns.
Made ClipRect.Max.x matches WorkMaxX which is where we'd like to go for windows themselves.
TableHeader() submit single cell bg color if not already submitted as a full header row.
Misc comments/docs updates.
2020-12-09 15:13:09 +01:00
9874077fc0 Merge branch 'tables' 2020-12-04 19:17:13 +01:00
0b14dd9e55 Tables: fixed propagation of line height from outside the table. Added outer-width demo. 2020-12-04 19:15:27 +01:00
6e38026627 Tables: changelog. removed TableGetHoveredColumn() from public API in favor of using TableGetColumnFlags(). renamed ImGuiTableSortSpecsColumn to ImGuiTableColumnSortSpecs. 2020-12-04 19:15:27 +01:00
7a61f3407b Tables: support internal TableResetSettings(), clarify lifetime, fixed missing auto-fit on column unhidden after first run, fixed resize assert when changing column sizing policy to stretch mid-frame (before of -1.0f weight) 2020-12-04 19:15:27 +01:00
b194df413c Tables: exposed status flags via TableGetColumnFlags(), removed TableGetColumnIsSorted()
Scoped width auto calc.
2020-12-04 19:15:27 +01:00
984c4cb5f8 Tables: distinguishing per-column IsVisible from IsRequestOutput which is returned to user. Clarified clipping rules/requirements. Comments. 2020-12-04 19:15:27 +01:00
f70bf69e3b Tables: comments and tweaks on TableUpdateLayout(). changed "apply final width" loop to use natural column order. 2020-12-04 19:15:26 +01:00
155b8bb816 Tables: Shared menu item id for "Size all" variations. Avoid allocation on single sort specs. Fix TableGetColumnIsEnabled(). Massage TableHeaderRows(). 2020-12-04 19:15:26 +01:00
e126a64782 Tables: using a typedef in internal code to specify column/draw channel index storage. 2020-12-04 19:15:26 +01:00
6aa8388e9f Tables: index tweaks, fixed some inconsistent spacings. 2020-12-04 19:15:26 +01:00
5877b9d722 Tables: moved TablePushBackgroundChannel(), TablePopBackgroundChannel(), TableDrawBorders() to their own section. 2020-12-04 19:15:26 +01:00
5180025de5 Tables: moved + renamed TableSetupDrawChannels(), TableMergeDrawChannels() to their own section. 2020-12-04 19:15:26 +01:00
b7c83e4bac Tables: moved TableGetSortSpecs(), TableGetColumnIsSorted(), TableFixColumnSortDirection(), TableSetColumnSortDirection() to their own section. 2020-12-04 19:15:26 +01:00
d6b1f0d13d Tables: moved TableHeadersRow(), TableHeader() to their own section. 2020-12-04 19:15:26 +01:00
592fc69054 Tables: moved TableDrawContextMenu(), TableOpenContextMenu() to their own section. 2020-12-04 19:15:26 +01:00
7aed4b152b Tables: improve index, file structure tweaks. 2020-12-04 19:15:26 +01:00
082f1d10d0 Tables: renamed TableBeginUpdateColumns to TableBeginApplyRequests, moved code to TableUpdateLayout, in order to ensure that enable state is not inconsistent due to TableSetupColumn column hiding requests.
All the fields moved from TableBeginUpdateColumns to TableUpdateLayout are not used before.
2020-12-04 19:15:26 +01:00
79c9eaa78e Tables: Internals: renamed Visible to Enabled to avoid confusion with visibility checks. 2020-12-04 19:15:26 +01:00
5ef7b831c2 Tables: removed ImGuiTableSortSpecs::ColumnsMask because it needlessly exposes our 64-columns limitation which we'd eventually would like to lift
+ shuffle declarations in internals
2020-12-04 19:15:26 +01:00
e09454aec4 Tables: removed TableGetColumnIsVisible from public api, re-specced as TableGetColumnIsHidden() returning same flag as setter, clipper increase CurrentRow. 2020-12-04 19:15:26 +01:00
a70c6aae9f Tables: demo synced tables + fix resizing indented synced tables. 2020-12-04 19:15:26 +01:00
0c9ab0acdd Tables: setup and maintain ItemWidth per column. 2020-12-04 19:15:26 +01:00
8f126d5d95 Tables: rename ImGuiTableFlags_SizingPolicyStretchX to ImGuiTableFlags_ColumnsWidthStretch, ImGuiTableFlags_SizingPolicyFixedX to ImGuiTableFlags_ColumnsWidthFixed. 2020-12-04 19:15:26 +01:00
41f89e0f59 Tables: added ImGuiTableFlags_SameWidths, used in demo. Reordered columns flags and exposed them all in Columns Flags section. 2020-12-04 19:15:26 +01:00
3a2f0bfc04 Tables: demo inner_size + scrollx + stretch, added TableGetRowIndex(), renamed _WidthAlwaysAutoResize to _WidthAutoResize. 2020-12-04 19:15:25 +01:00
3b3503e60f Tables: decent support for auto-resize of stretch columns (trickier than it sounds)
Four cases:
1. visible columns are all stretch, resize all : "size all to default" reset to default weight
2. visible columns are all stretch, resize one: "size one to fit" set weight, reapply weight (todo: improve weight redistribution in case of >1 siblings)
3. visible columns are mixed, resize all: "size all to fit/default" reset stretchs to default weight, set fixed to auto width
4. visible columns are mixed, resize one: "size one to fit", redistribute weight the same way as a manual resize
+ TableSetupColumn() more consistently clear AutoFitQueue.
+ zero-clear RowCellData buffer.
2020-12-04 19:15:25 +01:00
c5dcf2fde1 Tables: rework keep-visible/max-width code to be less incorrect, but right-most column may effectively has few pixels less of visible cliprect width.
See table_width_distrib and table_width_keep_visible tests.
+ fix minor left-side clipping on post-frozen column
+ made TableHeader() use reliable column->MaxX
2020-12-04 19:15:25 +01:00
197e9c085b Tables: separate bg0 and bg1 draw channels, selectable above bg color + will facilitate drawing of borders in EndTable().
+ unused code to strip out dummy draw channel calls.
2020-12-04 19:15:25 +01:00
52f24df668 Tables: comments, tweaks, added internal TableSetColumnVisible(), merged the two TableSetColumnWidth(). 2020-12-04 19:15:25 +01:00
bf197c74f6 Tables: storing WorkMaxX, made offset_x == MinX to be clearer, clip rect merge uses ClipRect.max.x directly, removed unused ShrinkWidth code, metrics. 2020-12-04 19:15:25 +01:00
5465d30d67 Tables: added ImGuiTableFlags_PreciseStretchWidths. 2020-12-04 19:15:25 +01:00
10db896813 Tables: store RawData in a simple void* pointer, rename ContentMinX > WorkMinX, misc tidying up.
Removed unnecessary casts when using CheckboxFlags().
2020-12-04 19:15:25 +01:00
82cf41d804 Tables: tooltip on clipped TableHeader() (amended) 2020-12-04 19:15:25 +01:00
507db499e4 Tables: work on background draw channel handling (amend "create a separate background draw channel") + Selectable disable spacing when spanning. 2020-12-04 19:15:25 +01:00
fe6131168a Tables: Additionally commentary about clipper in the demo + minor padding tweak. 2020-12-04 19:15:25 +01:00
94d99f9d0b Tables: Fixed crash when increaasing columns count with bound settings. 2020-12-04 19:15:25 +01:00
24a7c45b02 Tables: Fix for 64 columns (maximum of 131 temporary draw channels). 2020-12-04 19:15:25 +01:00
e5a5256971 Tables: Garbage collection to relieve draw splitter buffers + for test engine: compact settings, remove table. 2020-12-04 19:15:25 +01:00
f80097ca96 Tables: Fix applying WorkRect in non-scrolling tables. Fix inverted BackgroundClipRect being passed to ImDrawCmd. 2020-12-04 19:15:25 +01:00
557253e776 Tables: create a separate background draw channel for rows below the frozen line. 2020-12-04 19:15:24 +01:00
fae362fd0b Tables: fixed auto-fitting columns not marking settings as dirty + fixed CellBg fill not narrow clipping on ScrollX + freeze. 2020-12-04 19:15:24 +01:00
9918b2f147 Tables: Shuffled ordering of draw channels merge group so vertically unfrozen ones come, allowing us to split background channels in two. 2020-12-04 19:15:24 +01:00
d3222086f0 Tables: Moved TableSetupScrollFreeze(), TableUpdateDrawChannels() lower in more adequate spots.
+ rename IsFreezeRowsPassed to IsUnfrozen.
2020-12-04 19:15:24 +01:00
d9ca3939e1 Tables: Tidy up comments. Replaced some Columns by Tables in demo. Removed ImGuiTableFlags_Scroll (combining ScrollX/ScrollY) because each axis inccur different requirements/constraints. 2020-12-04 19:15:24 +01:00
51abdd53e3 Tables: renamed somehow-duplicate ContentWidth members (implicitly == Max - Min), renamed StartX to ContentMinX for consistency. 2020-12-04 19:15:24 +01:00
1731ae5a09 Tables: Reworked padding/spacing/width.
All widths are stored without padding.
Decorelate padding from presence of border.
Added ImGuiTableFlags_Pad/NoPad flags.
Added demo.
Merge StartXHeaders and StartXRows into StartX.
Distinguish CellSpacingX1 and CellSpacingX2 for clarity and to avoid loss of width on non-even spacing values.
2020-12-04 19:15:24 +01:00
75c5f534e8 Tables: Avoid allocating into ColumnsName for empty strings, changed TableGetColumnName() to return "" on missing name, generally more friendly. 2020-12-04 19:15:24 +01:00
f4800db178 Tables: Extracted parts of BeginTable() into TableFixFlags() and TableBeginInitMemory(). 2020-12-04 19:15:24 +01:00
ac5b1648e6 Tables: Various internal renaming + merge StartXHeaders/StartXRows into StartX. 2020-12-04 19:15:24 +01:00
77e561aaf3 Tables: Made demo options consistently compact, replaced constants with font-based sizes, added comments on memory allocations. 2020-12-04 19:15:24 +01:00
02b27b75a4 Tables: Added ImGuiTableFlags_NoBordersInBody, ImGuiTableFlags_NoBordersInBodyUntilResize, removed ImGuiTableFlags_BordersFullHeightV. 2020-12-04 19:15:24 +01:00
172704c079 Tables: Add demo code. Remove dead code + seemingly duplicate border in TableDrawBorders(). 2020-12-04 19:15:24 +01:00
2ee20fdb7c Tables: Frozen rows/columns in nav menu layer, fixed conflict between column id and holding child id. 2020-12-04 19:15:24 +01:00
e66b28693a Tables: Added ImGuiTableFlags_ContextMenuInBody flag.
Worked to get TableOpenContextMenu() in public API but kept it internal.
2020-12-04 19:15:24 +01:00
6182973bde Tables: (Breaking) Rename TableNextCell() to TableNextColumn(), made TableNextRow() NOT enter into first column. 2020-12-04 19:15:24 +01:00
b1ebf964f5 Tables: Moved TableSetColumnIndex() next to TableNextCell() since they are so similar + made NextCell() crash proof. 2020-12-04 19:15:24 +01:00
248960d64c Tables: Fix ImGuiTableColumnFlags_WidthAlwaysAutoResize columns when clipped (which would be default behavior without _Resizable and when clipping/scrolling) 2020-12-04 19:15:23 +01:00
25b5cc2f95 Tables: Fixes to support any number of frozen rows (over modifications to clipper code in master) + make clipper run eval after clipect update 2020-12-04 19:15:23 +01:00
cc12ea084b Tables: Added TableSetColumnSortDirection() + added in default context menu code (disabled, feels unnecessary, but work is done to ensure programmatic access) 2020-12-04 19:15:23 +01:00
9b37087fbe Tables: (Breaking) Rename TableAutoHeaders() to TableHeadersRow() + added TableGetColumnCount(). 2020-12-04 19:15:23 +01:00
3021608392 Tables: (Breaking) Add TableSetupScrollFreeze() api, remove ImGuiTableFlags_ScrollFreezeXXX flags, tweak comments, move columns block.
Avoid awkwardly named ScrollFreeze flags, raise limit over 3, and will allow for future api maybe freezing bottom/right side.
2020-12-04 19:15:23 +01:00
36b2f3b4f1 Tables: renamed ImGuiTableFlags_NoClipX to ImGuiTableFlags_NoClip, clarified purpose, moved lower in the list as it doesn't need to be so prominent. 2020-12-04 19:15:23 +01:00
8ec05fc034 Tables: Fixed holding on table pointers accross resize/invalidation of the pool buffer. 2020-12-04 19:15:23 +01:00
931829f701 Tables: (Breaking change) Sorting: Made it users responsability to clear SpecsDirty back to false, so TableGetSortSpecs() doesn't have side-effect any more. + comments 2020-12-04 19:15:23 +01:00
f6800e9d3b Tables: Extend outer-most clip limits to match those of host when merging draw calls.
Generally clarify/simplify ClipRect extending/merging code in TableReorderDrawChannelsForMerge().
Amend/fix Sep 23
2020-12-04 19:15:23 +01:00
3d573103b6 Tables: Fixed lower clipping when using ImGuiTableFlags_NoHostExtendY. 2020-12-04 19:15:23 +01:00
8e97cdf8e8 Tables: Fix for calling TableSetBgColor(ImGuiTableBgTarget_CellBg) multiple times on the same cell. 2020-12-04 19:15:23 +01:00
45a80716b1 Tables: Fixed three bugs + metrics tweaks.
- Fixed bug when ending a table within another (outer table column offset was overwritten instead of restored).
- Fixed assert when settings data has mismatching column count.
- Fixed restoring g.CurrentTable when calling EndChild() from inside table inner window.
- Made inactive tables grey in metrics.
- Fix warning.
(amended twice)
2020-12-04 19:15:23 +01:00
9372601322 Tables: Fixed stacked popups incorrectly accessing g.CurrentTable of parent-in-stack windows. 2020-12-04 19:15:23 +01:00
eb18636e02 Tables: Fix settings not being saved in child window (issue 3367) + fix for change in master. 2020-12-04 19:15:23 +01:00
9d8b40414a Tables: Added TableSetBgColor() api with color for RowBg and CellBg colors. 2020-12-04 19:15:23 +01:00
b6405a291d Tables: Fixed TableHeader() not declaring its height properly. Do NOT declare width. 2020-12-04 19:15:23 +01:00
0847373b98 Tables: Comments on Sizing Policies + Rename border V/H flags HInner -> InnerH + offset every flags by two. 2020-12-04 19:15:23 +01:00
30e21eb280 Tables: non-resizable columns also submit their requested width for auto-fit, 2020-12-04 19:15:22 +01:00
a0e6aa1766 Tables: Fix calculation of auto-fit (remove padding). Demo setting a width in columns setup + ImGuiTableFlags_NoKeepColumnsVisible. 2020-12-04 19:15:22 +01:00
c96c84b6dc Tables: Store submitted column width and avoid saving default default widths. 2020-12-04 19:15:22 +01:00
57916b891b Tables: Simplified TableHeader() and not relying on Selectable(), fixed various padding issues. Added work-around for CellRect.Min.x offset by CellSpacing.x. 2020-12-04 19:15:22 +01:00
fcdfde2bc6 Tables: Extracted border size into a named variable. 2020-12-04 19:15:22 +01:00
03c8bfaf23 Tables: Removed extra +1.0f pixels initially allocated to make right-most column visible, fix visible padding asymmetry. Tweaked debug code in demo.
Seems visible enough without. Whole thing is/was fishy, may return to it but right cleaning up seems viable.
2020-12-04 19:15:22 +01:00
353bb68e90 Tables: Demo custom per-popup popups, demonstrate TableGetHoveredColumn() and ImGuiPopupFlags_NoOpenOverExistingPopup. 2020-12-04 19:15:22 +01:00
745d8cdb49 Tables: Made TableHeader() responsible for opening per-column context menu to move responsibility away from TableAutoHeaders(). 2020-12-04 19:15:22 +01:00
27e779b3ef Tables: Removed dubious window->SkipItem assignment in TableAutoHeaders(). 2020-12-04 19:15:22 +01:00
7ca70dcb81 Tables: Using same seed ID regardless of when using a child window or not. 2020-12-04 19:15:22 +01:00
798aed729a Tables: Added TableGetHoveredColumn(), extracted some context menu code out, simplifying TableAutoHeaders() toward aim of it being a user-land function. 2020-12-04 19:15:22 +01:00
4c4882ffe4 Tables: Fixed channel merge when resizing columns with headers. Disable unnecessary and broken merge when using _NoClipX. 2020-12-04 19:15:22 +01:00
8530b6af3d Tables: Not flagging whole column as SkipItems based on clipping visibility (breaks layout) 2020-12-04 19:15:22 +01:00
363eae94e6 Tables: Further fix #3293, #3163 + fixed for row unfreezing border not always showing due to unset clip rect. 2020-12-04 19:15:22 +01:00
b741639468 Tables: Fix rendering of row bg and line separators (#3293, broken by fixes #3163, code was accidently relying on SetCurrentChannel not updating rectangle)
+ Used shortcut in PushTableBackground/PopTableBackground
2020-12-04 19:15:22 +01:00
58411f27cb Tables: Avoid TableGetSortSpecs() having a side-effect on sort specs sanitization. 2020-12-04 19:15:22 +01:00
dc915c86ca Tables: Fixed a manual resize path not marking settings as dirty, TableSortSpecsSanitize() doesn't need to test table->IsInitializing 2020-12-04 19:15:22 +01:00
8690d1f9ce Tables: Fix sort specs sometimes incorrectly reporting sort spec count when table loses _MultiSortable flag during runtime. 2020-12-04 19:15:22 +01:00
af992d1321 Tables: Tweak settings functions to more prominently clarify the two levels of function. 2020-12-04 19:15:22 +01:00
7513842284 Tables: Fix assert/crash when a visible column is clipped in a multi clip group situation. 2020-12-04 19:15:22 +01:00
e41fc7b5b0 Tables: Fix TableDrawMergeChannels() mistakenly merging unfrozen columns cliprect with host cliprect. Comments, debug. 2020-12-04 19:15:21 +01:00
fec9d7d226 Tables: Rescale fixed widths when font size change to support varying dpi scale at runtime and on .ini reload. 2020-12-04 19:15:21 +01:00
6bc0bbccf3 Tables: Restore width/weight saving/loading code. Non-weighted width currently not font/DPI change friendly. 2020-12-04 19:15:21 +01:00
af52a0cea2 Tables: Resizing weighted column preserve sum of weights. Fix ResizedColumn init leading to undesirable TableSetColumnWidth() on first run. Rework TableSettingsHandler_ReadLine() structure to allow other types of line. 2020-12-04 19:15:21 +01:00
bc170e7325 Tables: Renamed ResizeWeight->WidthStretchWeight, WidthRequested->WidthFixedRequest, clarififications, comments. 2020-12-04 19:15:21 +01:00
23c60b2814 Tables: Renamed internal fields: Active->Visible, Visible->VisibleUnclipped to be less misleading. 2020-12-04 19:15:21 +01:00
dff26191bd Tables: Try to report contents width to outer window, generally better auto-fit. 2020-12-04 19:15:21 +01:00
466b6e619a Tables: Fixed incorrect application of CursorMaxPos.x (3162) 2020-12-04 19:15:21 +01:00
95c273618e Tables: Allow hot-reload of settings (merge policy), tidying up settings code 2020-12-04 19:15:21 +01:00
9b6d0fdb7a Tables: Fixed ignoring DefaultHide or DefaultSort data from flags when loading settings that don't have them. 2020-12-04 19:15:21 +01:00
9f43aae226 Tables: Calculating ideal total width, some renaming, comments. Clarify that inner_width is unused with ScrollX=0. Clip many comments to 120 columns. 2020-12-04 19:15:21 +01:00
b7ff85d9ad Tables: Browse settings list in Metrics (outside of Table entry). 2020-12-04 19:15:21 +01:00
8eb1c925f0 Tables: Internals: Added FindTableByID(), removing trailing spaces.
# Conflicts:
#	imgui_internal.h
2020-12-04 19:15:21 +01:00
e60b5a3f75 Tables: Internals: Added TableGetColumnResizeID(), renamed InstanceNo > InstanceCurrent. 2020-12-04 19:15:21 +01:00
104b11051f Tables: Added ImGuiTableColumnFlags_NoReorder. 2020-12-04 19:15:21 +01:00
b7fa96679e Tables: Locking IndentX per-row so multiple columns with IndentEnabled don't get indent shearing. 2020-12-04 19:15:21 +01:00
5ffc9e0846 Tables: Renaming Table's DisplayOrder[] -> DisplayOrderToIndex[], Columns's IndexDisplayOrder -> DisplayOrder 2020-12-04 19:15:21 +01:00
a956629b40 Tables: Using same allocation for our Columns and DisplayOrder array. Mostly designed to facilitate adding new arrays. 2020-12-04 19:15:21 +01:00
6dff061309 Internals: added ImSpanAllocator<> helper. 2020-12-04 19:15:20 +01:00
182115409a Internals: added ImSpan helper structure + 2020/10/01 stricter bound checking 2020-12-04 19:15:20 +01:00
054c67079a Tables: Fix scrolling with more than 32 columns (3058). Fix limit of 63 columms instead of 64. Added BitArray. 2020-12-04 19:15:20 +01:00
d37cef40f2 Tables: Tidying up TableDrawMergeChannels() with a struct. (3058) 2020-12-04 19:15:20 +01:00
7277ab6530 Tables: Comments, renamed merge_set_xxx to merge_group_xxx. Removed unused array and incorrect assert, replaced with earlier correct assert. (3058) 2020-12-04 19:15:20 +01:00
0190b619cf Tables: Fixed demo layout when clipped. Fixed warnings. 2020-12-04 19:15:20 +01:00
f130db51ae Tables: Added TableSetColumnWidth() api variant aimed at becoming public facing. 2020-12-04 19:15:20 +01:00
ae6fc48f60 Tables: Fix sort direction (issue 3023). Remove SortOrder from ImGuiTableSortSpecsColumn. Made sort arrow smaller. Added debug stuff in metrics. 2020-12-04 19:15:20 +01:00
643cf6fc8c Tables: Added ImGuiTableFlags_NoKeepColumnsVisible wip flag useful for layout purpose. (WIP) 2020-12-04 19:15:20 +01:00
104ec408a8 Tables: Fixed content size calculation creating feedback loops. Fixed handling of _DefaultSort with _PreferSortXXXflags (@parbo). Comments. 2020-12-04 19:15:20 +01:00
787a309445 Tables: Fixed headers closing popups. 2020-12-04 19:15:20 +01:00
f5eee210a0 Tables: TableHeader() uses provided row min header rather than incremental one to allow multi-item multi-line in header cells. Demo TableHeader() - will caveat, comments. 2020-12-04 19:15:20 +01:00
5431cbd3f0 Tables: Honor width/weight passed to TableSetupColumn() after .ini load since we don't actually restore that data currently.
Demo: Remove filter from Advanced Table demo since it's breaking with clipping.
2020-12-04 19:15:20 +01:00
0e7b3f2f2f Tables: Made only first column honor Indent by default (like Columns api) and exposed flags. Added simple Tree demo. 2020-12-04 19:15:20 +01:00
2958e37310 Tables: Storing per-column SkipItems as a shortcut. Comments, Spacings.
# Conflicts:
#	imgui_internal.h
2020-12-04 19:15:20 +01:00
31de161066 Tables: Fix for hiding first column (fix fcceff5c + reading PrevLineTextBaseOffset in EndCell of inactive column). 2020-12-04 19:15:20 +01:00
164caa2db7 Tables: Support for multi-line columns name. Renaming of some fields from BackupXXX to HostXXX. Comments. 2020-12-04 19:15:20 +01:00
e85c226da4 Tables: Fix reordering across hidden columns. Fix for frozen columns to never be larger than scrolling visible rect width. 2020-12-04 19:15:20 +01:00
416e9bb38d Tables: Clarify internal calculations of row height so that TableGetCellRect() include expected paddings. Add demo code. Comments.
Remove misleading commented-out flags for now.
2020-12-04 19:15:20 +01:00
325b4c69ba Tables: Moved border colors to the Style (maybe temporarily?) instead of hardcoding them. 2020-12-04 19:15:19 +01:00
17578e215a Tables: Separating inner/outer borders flags per axis so it is possible to remove outer vertical borders to mimic old columns.
VInner or VOuter only don't have correct padding/spacing.
2020-12-04 19:15:19 +01:00
1db8d421cf Tables: Fix scroll when releasing resize for multi-instances. Comments. Renaming. 2020-12-04 19:15:19 +01:00
47b39f6371 Tables: Demo: Moved Columns section into Tables & Columns section under a Legacy section. 2020-12-04 19:15:19 +01:00
78b12068d9 Tables: Disable initial output prior to NextRow call to avoid misleading users.
Fixed some inconsistency with BeginTable/EndTable without row.
Move some of the TableBegin() code in TableBeginUpdateColumns().
Allow to submit multiple header lines.
2020-12-04 19:15:19 +01:00
046fad01f1 Tables: Return false when window is Collapsed (consistent + helpful for doc) + Fix empty context menu. 2020-12-04 19:15:19 +01:00
81453ac42c Tables: Comments, better assert, moved some internal flags out of the way. 2020-12-04 19:15:19 +01:00
0c3d7bb154 Tables: Double-clicking on fixed column to resize. Extracted code BeginTableEx().
# Conflicts:
#	imgui_internal.h
2020-12-04 19:15:19 +01:00
883c236eda Tables: Handle columns clipped due to host rect
Return false in user functions, set SkipItems in window, redirect to dummy draw channel.
2020-12-04 19:15:19 +01:00
eee82e0451 Tables: Columns with no policy in a scrolling table will default to WidthFixed instead of WidthAlwaysAutoResize if an explicit value is passed to TableSetupColumn() 2020-12-04 19:15:19 +01:00
e06a36ab12 Tables: Support for multiple Tables using same id where most settings are synced.
(some minor one-frame lack of sync when e.g. toggling visibility in context menu)
2020-12-04 19:15:19 +01:00
a09954bdaf Tables: Initial demo code. 2020-12-04 19:15:19 +01:00
8da7d3c3e5 Tables: Initial commit. [Squashed 123+5 commits from tables_wip/] 2020-12-04 19:15:19 +01:00
818e1a4eb4 Tables: Moving legacy Columns code 2020-12-04 19:15:19 +01:00
9c8671e7b0 Tables: Add empty file, skeleton. 2020-12-04 19:15:19 +01:00
f9b873662b Backends: Win32: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
GetClientRect() fails on closed hwnd which left the rectangle uninitialized and copied to DisplaySize. Ensure it is zero + similar failsafe in io.WantSetMousePos path.
2020-12-04 11:48:17 +01:00
998d7303b1 Log/Capture: fix capture to work on clipped child windows.
+ Tweak ErrorCheckEndFrameRecover() to use local window pointer.
2020-12-03 15:14:32 +01:00
2afdfa602f Rebuild ImFontAtlas::GetGlyphRangesJapanese offset table (#3627)
- GetGlyphRangesJapanese now supports
  - 2136 'Joyo (meaning "for regular use" or "for common use")' Kanji
  - 863 'Jinmeiyo" (meaning "for personal name")' Kanji
2020-12-02 12:02:29 +01:00
d20f2bc90a Rename example_emscripten/ to example_emscripten_opengl3/ (#3632) 2020-12-02 11:23:56 +01:00
ae3e2406ec Misc tweaks/fixes (see details).
Combo: ultra minor fix for popup positioning policy mismatch depending on ImGuiComboFlags_PopupAlignLeft flag.
Made ImHashXXX functions return ImGuiID.
IsWindowNavFocusable use !WasActive.. it worked because it was only called in NewFrame()->NavUpdate() before the transition loop + EndFrame() only.
Fix unused variable warning.
2020-11-30 12:47:14 +01:00
9801c8c1c5 Texture-based thick lines: comment out dead code (amend b5bae978). (#3245) 2020-11-26 19:35:56 +01:00
e0cae25c3c Clarify usage of right-aligned items in Layout>Widgets Width. Tweaks FAQ, added missing syntax coloring. 2020-11-20 17:24:18 +01:00
d4f08d893e InputText: Fixed swiching from single to multi-line while preserving same ID. 2020-11-19 18:30:14 +01:00
97265602c4 Internals: added IsWindowAbove() for use for modal/viewport bugfix. 2020-11-19 16:59:21 +01:00
9712bff0bb Internals: added experimental ErrorCheckEndFrameRecover() to unroll/end/pop. (#1651, #3600) 2020-11-19 15:43:42 +01:00
c0ac4fb788 Columns/Internals: (Breaking): Renamed data structures. (#125, #513, #913, #1204, #1444, #2142, #2707) 2020-11-18 23:42:44 +01:00
72de6f3360 Columns/Internals: (Breaking) renamed ImGuiColumnsFlags_* to ImGuiOldColumnFlags_*. (#125, #513, #913, #1204, #1444, #2142, #2707)
Affected: ImGuiColumnsFlags_None, ImGuiColumnsFlags_NoBorder, ImGuiColumnsFlags_NoResize, ImGuiColumnsFlags_NoPreserveWidths, ImGuiColumnsFlags_NoForceWithinWindow, ImGuiColumnsFlags_GrowParentContentsSize. Added redirection enums. Did not add redirection type.
2020-11-18 23:02:14 +01:00
fcc2b71724 CI: Fix testing for Windows DLL builds + fix broken DLL build. (#3603, #3601) 2020-11-18 22:45:44 +01:00
2e64ee050d Removed duplicate typedef for ImGuiButtonFlags
https://github.com/cimgui/cimgui/issues/166
2020-11-18 19:28:30 +01:00
71cc636696 Metrics: Rebranded as "Dear ImGui Metrics/Debugger". Fix Show Window Rectangle. Fix Clang OSX warnings. Amend #3592 for Mingw only. 2020-11-13 21:30:19 +01:00
e736039538 Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved. (#787) 2020-11-13 21:10:03 +01:00
8119759329 Internals: extracted stack checking code into a ImGuiStackSizes helper struct + added test for FocusScope
+ renamed g.ColorModifiers > g.ColorStack, g.StyleModifiers > g.StyleVarStack
2020-11-13 16:33:33 +01:00
6e94013a3d Made ItemFlagsStack and GroupStack shared stacks. 2020-11-13 16:33:33 +01:00
12ba6f4606 Fix PushFocusScopeID() + using shared stack. Renamed GetFocusScopeID() to GetFocusedFocusScope() - the two existing functions name are very error prone. 2020-11-13 16:26:59 +01:00
a3e8dc3f34 CI: Fix deployment of PVS-Studio license + fix reported error. 2020-11-13 12:51:55 +01:00
a138855d56 Hotfix for PushFocusScope() being utterly wrong (until we split the stacks), Added asserts on PopID to help catch bugs, Added GC trigger. 2020-11-12 22:59:05 +01:00
78f1d2d319 ImDrawListSplitter: create first draw cmd on demand + Internals: fix incorrect ImBitArraySetBitRange() (only used by tables)
Make it cheaper to allocate unused draw cmd, can't measure perf difference other our stress tests.
2020-11-12 18:17:17 +01:00
13258f5957 Internals: zero-clearing ImGuiWindow / ImGuiWindowTempData for simplicity. (amend)
All the non-zero fields previously initialized in ImGuiWindowTempData() are in fact setup in Begin: FocusCounterRegular, FocusCounterTabStop, TextWrapPos, LayoutType, ParentLayoutType
2020-11-12 12:19:50 +01:00
7a135a763c Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592) 2020-11-12 11:56:21 +01:00
dcfb986fa8 Made EndFrame() assertion for key modifiers being unchanged during the frame more lenient. (#3575) 2020-11-11 18:17:33 +01:00
a3f79104df Examples: Apple+Metal: Forward events to OS key combinations like CMD+Q can work. (#3554) 2020-11-11 15:30:08 +01:00
6a0e85c561 Backends: Vulkan: Add override for the subpass to reference during VkPipeline creation. (#3579)
This allows for binding the pipeline/sending draw commands
(via `ImGui_ImplVulkan_RenderDrawData`) against any subpass, rather than
being restricted to only the first subpass.

Without this, attempting to bind the pipeline against a subpass other than
the first one results in validation layer errors and, at worst, some drivers
failing if the subpass attachments differ.
2020-11-11 15:20:43 +01:00
61825c7735 Tab Bar: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows + InputText: minor optimization. 2020-11-11 12:04:35 +01:00
2785ac0ee3 InputText: Fixed updating cursor/selection position when a callback alters the buffer in a way where the byte count is unchanged but the decoded character count changes. (#3587) 2020-11-11 11:36:53 +01:00
5789e69a62 Checkbox: Added CheckboxFlags() helper with int* type. Demo: removed extraneous casts. 2020-11-05 21:32:05 +01:00
5f97809cab Misc tidying up (zero-clear structures, more unused default in ClipRetFullscreen, NavApplyItemToResult() coding style fix)
Zero-clearing more structures
Remove arbitrary default ClipRetFullscreen value in ImDrawListSharedData.
Nav extracted NavApplyItemToResult() function.
Coding style fixes in OSX Backends.
2020-11-05 13:24:27 +01:00
046057cebb Selectable: Avoid pushing span-column background if clipped. 2020-11-04 20:11:34 +01:00
7a27b2a282 Update Readme, links to Useful Widgets, updated a gif. 2020-11-04 20:11:21 +01:00
2bf5ca7ef2 ImDrawListClipper: avoid over reserving memory. 2020-11-04 18:05:51 +01:00
d6a2f7e95e Reduced padding + unused storage in ImDrawList (224->192 bytes) + zero-init ImDrawListSplitter and ImDrawList
+ Readme tweak
2020-11-04 13:56:04 +01:00
2fa00656a4 Fix for IMGUI_DISABLE_METRICS_WINDOW 2020-11-03 15:46:29 +01:00
b934b9bb86 Backends: OSX, Metal: Fix -Wshadow, -Wimplicit-float-conversion, and -Wsign-conversion warnings. (#3555) 2020-11-03 15:38:59 +01:00
9cca1b2e97 Replace UTF-8 decoder with one based on branchless version by Christopher Wellons. (not branchless anymore tho)
Decoding performance increase ~30%
2020-11-03 14:43:08 +01:00
3777fbbd81 Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures. 2020-11-03 14:43:08 +01:00
047d4c4500 Metrics: Extracted most functions.
+ avoid using full namesapce prefix
2020-10-30 23:48:58 +01:00
044ed22379 Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer + omitting trailing empty ImDrawCmd in count + relying on IdxOffset value. 2020-10-30 22:56:29 +01:00
a129621292 Doc: mention IMGUI_USE_WCHAR32 in fonts documentation (#3562) 2020-10-29 18:21:06 +01:00
6f57d58e82 Backends: OSX: Fix KeyPadEnter on MacOS. (#3554) 2020-10-28 12:31:10 +01:00
df35157397 Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode() or CollapsingHeader() while dragging. (#1738)
Amend 7b3d379, 8241cd62 etc.
2020-10-26 14:40:44 +01:00
b7530e5d04 Revert "Replace UTF-8 decoder with branchless version by Christopher Wellons." (#3558)
This reverts commit b3576dd354.
2020-10-25 16:27:43 +01:00
b3576dd354 Replace UTF-8 decoder with branchless version by Christopher Wellons.
Decoding performance increase ranges from 30-40%.

Changes:
* Errors handling near the end of string changed. If input does not contain enough bytes, decoder returns `IM_UNICODE_CODEPOINT_INVALID`, consuming all remaining bytes while old decoder consumed only one byte.

Guarantees:
* At least one byte is consumed, if input had at least one byte available.
* Number of consumed bytes will never seek past end of string.

Requirements:
* `in_text` is a valid pointer.
* String pointed by `in_text` must be zero-terminated, or `in_text_end` is not NULL.
2020-10-23 13:10:37 +02:00
bca4749346 Examples: Apple: Consolidated example_apple_metal to reduce class and file count (#1873, #3543) 2020-10-23 11:33:08 +02:00
5292320110 Amend ffe8f0177f (#3544) + readme fixes 2020-10-23 11:25:26 +02:00
ffe8f0177f Backends: OpenGL3: Backup/restore GL_PRIMITIVE_RESTART state (#3544) 2020-10-23 11:17:56 +02:00
acb8ef2006 Examples: Vulkan: Fixed CMake include path. (#3550)
The backends directory was not included, so the build was failing.
2020-10-21 09:13:54 +02:00
e6b99a420b Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521) 2020-10-19 15:01:24 +02:00
fbe74ed50c Tab Bar: zero clear more structures. 2020-10-19 12:10:31 +02:00
8c9b3c9013 Tab Bar: Fixed using more than 128 tabs in a tab bar.
Using ImS16 consistently + some better packing to avoid struct growing size.
2020-10-19 12:01:15 +02:00
748bd1ba9c Tab Bar: Restore cursor position in EndTabBar() when amending (amend f2f32602) + made LastTabItemIdx consistent ImS8 as other tab storage relies on same type 2020-10-19 11:49:37 +02:00
c9fafd5ea4 Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) 2020-10-15 20:20:35 +02:00
d015004f45 Rename colored>color in comments where possible (#3528) 2020-10-15 20:05:35 +02:00
127f132447 Backends: OpenGL3: Add compatibility of GL_VERSION for GL 2.x (#3530)
GL_MAJOR_VERSION and GL_MINOR_VERSION are available on GL 3.0 and above.
So we have to parse GL_VERSION under GL 2.x
2020-10-15 19:48:45 +02:00
31a144b60c Fix comments (#3534) 2020-10-15 19:37:18 +02:00
f2f326024c Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again. 2020-10-14 18:34:33 +02:00
b1a18d82e3 Moving backends code from examples/ to backends/ (step 6: update markdown documentation) 2020-10-14 14:42:00 +02:00
a2a3d80f04 Moving backends code from examples/ to backends/ (step 5: move documentation to MD files) 2020-10-14 14:41:40 +02:00
a2d845f9dd Moving backends code from examples/ to backends/ (step 4: update documentation, much improvement) 2020-10-14 14:41:40 +02:00
a7e21fb05f Moving backends code from examples/ to backends/ (step 3: fixing project files) 2020-10-14 14:41:40 +02:00
428f4fce70 Moving backends code from examples/ to backends/ (step 2: moving vulkan cruft) 2020-10-14 14:41:40 +02:00
d9b2fb7338 Moving backends code from examples/ to backends/ (step 1: moving source files) 2020-10-14 14:41:40 +02:00
124c2608f1 Docs: Renamed all occurences of "binding" and "back-end" to "backend" in comments and documentations, for consistency. 2020-10-12 17:54:52 +02:00
041ef01b33 Removed redirecting functions/enums names that were marked obsolete in 1.61: InputFloat, InputFloat2, InputFloat3, InputFloat4 with int decimal_precision parameter. (#648, #712) 2020-10-12 15:09:21 +02:00
0f13fdd177 Removed redirecting functions/enums names that were marked obsolete in 1.60: io.RenderDrawListsFn, IsAnyWindowFocused(), IsAnyWindowHovered(), etc. 2020-10-12 13:17:05 +02:00
04de5ef819 Version 1.80 WIP 2020-10-12 13:04:34 +02:00
a38c6dfcc8 Internals: Added support for context hooks (for test engine or other extensions) 2020-10-09 17:13:03 +02:00
143 changed files with 10482 additions and 3579 deletions

View File

@ -49,7 +49,8 @@ jobs:
shell: cmd
run: |
cd examples\example_null
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
.\build_win32.bat /W4
- name: Build example_null (single file build)
shell: bash
@ -71,14 +72,14 @@ jobs:
- name: Build example_null (as DLL)
shell: cmd
run: |
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64
echo '#ifdef _EXPORT' > example_single_file.cpp
echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp
echo '#else' >> example_single_file.cpp
echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp
echo '#endif' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
echo #ifdef _EXPORT > example_single_file.cpp
echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp
echo #else >> example_single_file.cpp
echo # define IMGUI_API __declspec(dllimport) >> example_single_file.cpp
echo #endif >> example_single_file.cpp
echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp
echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
@ -392,12 +393,12 @@ jobs:
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
- name: Build example_emscripten
- name: Build example_emscripten_opengl3
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_emscripten
make -C examples/example_emscripten_opengl3
Discord-CI:
runs-on: ubuntu-18.04

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@ -3,8 +3,6 @@ name: static-analysis
on:
push: {}
pull_request: {}
schedule:
- cron: '0 9 * * *'
jobs:
PVS-Studio:
@ -16,16 +14,17 @@ jobs:
- name: Install Dependencies
env:
# The Secret variable setup in GitHub must be in format: "name_or_email key", on a single line
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
pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
fi
- name: PVS-Studio static analysis

2
.gitignore vendored
View File

@ -34,7 +34,7 @@ xcuserdata
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_emscripten/example_emscripten.*
examples/example_emscripten_opengl3/web/*
## JetBrains IDE artifacts
.idea

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@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2020 Omar Cornut
Copyright (c) 2014-2021 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@ -1,4 +1,4 @@
// dear imgui: Renderer + Platform Binding for Allegro 5
// dear imgui: Renderer + Platform Backend for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
@ -9,9 +9,9 @@
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
@ -86,7 +86,6 @@ static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
}
// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
@ -253,7 +252,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{
g_Display = display;
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";

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@ -1,4 +1,4 @@
// dear imgui: Renderer + Platform Binding for Allegro 5
// dear imgui: Renderer + Platform Backend for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
@ -9,9 +9,9 @@
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API

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@ -1,13 +1,13 @@
// dear imgui: Renderer for DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
@ -19,7 +19,7 @@
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_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.
// 2016-05-07: DirectX10: Disabling depth-write.
@ -90,7 +90,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
@ -498,7 +497,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.

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@ -1,13 +1,13 @@
// dear imgui: Renderer for DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API

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@ -1,13 +1,13 @@
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
@ -94,7 +94,6 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
@ -510,7 +509,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.

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@ -1,13 +1,13 @@
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API

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@ -1,20 +1,21 @@
// dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Binding (e.g. Win32)
// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
@ -128,7 +129,6 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
// Avoid rendering when minimized
@ -453,8 +453,34 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
if (d3d12_dll == NULL)
{
// Attempt to load d3d12.dll from local directories. This will only succeed if
// (1) the current OS is Windows 7, and
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
// See https://github.com/ocornut/imgui/pull/3696 for details.
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
break;
// If failed, we are on Windows >= 10.
if (d3d12_dll == NULL)
d3d12_dll = ::LoadLibraryA("d3d12.dll");
if (d3d12_dll == NULL)
return false;
}
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == NULL)
return false;
ID3DBlob* blob = NULL;
if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
return false;
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
@ -627,7 +653,7 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.

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@ -1,21 +1,26 @@
// dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Binding (e.g. Win32)
// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
#endif
enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12DescriptorHeap;
@ -36,3 +41,8 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
#ifdef _MSC_VER
#pragma warning (pop)
#endif

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@ -1,13 +1,13 @@
// dear imgui: Renderer for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32)
// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
@ -102,7 +102,6 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
}
// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
@ -218,7 +217,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.

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@ -1,13 +1,13 @@
// dear imgui: Renderer for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32)
// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API

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@ -1,4 +1,4 @@
// dear imgui: Platform Binding for GLFW
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
@ -9,9 +9,9 @@
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
@ -143,7 +143,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
g_Window = window;
g_Time = 0.0;
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
@ -345,7 +345,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;

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@ -1,4 +1,4 @@
// dear imgui: Platform Binding for GLFW
// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
@ -8,9 +8,9 @@
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// About GLSL version:
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.

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@ -1,8 +1,8 @@
// dear imgui: Platform Binding for GLUT/FreeGLUT
// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
@ -11,9 +11,9 @@
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)

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@ -1,8 +1,8 @@
// dear imgui: Platform Binding for GLUT/FreeGLUT
// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
@ -11,9 +11,9 @@
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API

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@ -1,4 +1,4 @@
// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// Implemented features:
@ -6,9 +6,9 @@
// Missing features:
// [ ] Renderer: Clipping rectangles are not honored.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
@ -39,7 +39,6 @@ static bool g_osdKeyboardEnabled = false;
static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f);
// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized

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@ -1,12 +1,12 @@
// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API

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@ -1,13 +1,13 @@
// dear imgui: Renderer for Metal
// This needs to be used along with a Platform Binding (e.g. OSX)
// dear imgui: Renderer Backend for Metal
// This needs to be used along with a Platform Backend (e.g. OSX)
// Implemented features:
// [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.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" // IMGUI_IMPL_API

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@ -1,13 +1,13 @@
// dear imgui: Renderer for Metal
// This needs to be used along with a Platform Binding (e.g. OSX)
// dear imgui: Renderer Backend for Metal
// This needs to be used along with a Platform Backend (e.g. OSX)
// Implemented features:
// [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.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
@ -234,8 +234,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
width:width
height:height
width:(NSUInteger)width
height:(NSUInteger)height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageShaderRead;
#if TARGET_OS_OSX
@ -244,7 +244,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
textureDescriptor.storageMode = MTLStorageModeShared;
#endif
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
[texture replaceRegion:MTLRegionMake2D(0, 0, width, height) mipmapLevel:0 withBytes:pixels bytesPerRow:width * 4];
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
self.fontTexture = texture;
}
@ -435,8 +435,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
float T = drawData->DisplayPos.y;
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
float N = viewport.znear;
float F = viewport.zfar;
float N = (float)viewport.znear;
float F = (float)viewport.zfar;
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@ -464,8 +464,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
@ -482,8 +482,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
@ -533,8 +533,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
}
}
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
__weak id weakSelf = self;

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@ -1,12 +1,12 @@
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (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!
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
@ -18,7 +18,8 @@
// 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.
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
// 2020-01-23: OpenGL: 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.
@ -58,7 +59,7 @@ static GLuint g_FontTexture = 0;
// Functions
bool ImGui_ImplOpenGL2_Init()
{
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl2";
return true;
@ -82,23 +83,29 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
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:
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
@ -113,8 +120,8 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
}
// OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -128,6 +135,7 @@ 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_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
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);
@ -196,6 +204,7 @@ 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]);
glShadeModel(last_shade_model);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}

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@ -1,12 +1,12 @@
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (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!
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**

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@ -1,18 +1,21 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - 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..)
// This needs to be used along with a Platform Backend (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!
// [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.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
@ -133,6 +136,11 @@ using namespace gl;
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
// OpenGL Data
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
@ -147,15 +155,22 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major, minor;
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
g_GlVersion = (GLuint)(major * 100 + minor * 10);
#else
g_GlVersion = 200; // GLES 2
#endif
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
@ -235,14 +250,19 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (g_GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
bool clip_origin_lower_left = true;
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
@ -255,7 +275,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
#endif
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@ -266,12 +288,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (g_GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void)vertex_array_object;
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(vertex_array_object);
@ -289,8 +311,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
}
// OpenGL3 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -325,7 +347,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
@ -410,7 +436,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif
#ifdef GL_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif

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@ -1,15 +1,15 @@
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - 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..)
// This needs to be used along with a Platform Backend (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!
// [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.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// About Desktop OpenGL function loaders:
// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.

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@ -1,13 +1,17 @@
// dear imgui: Platform Binding for OSX / Cocoa
// dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" // IMGUI_IMPL_API
@class NSEvent;

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@ -1,19 +1,24 @@
// dear imgui: Platform Binding for OSX / Cocoa
// dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_osx.h"
#import <Cocoa/Cocoa.h>
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-10-11: Inputs: Fix using Backspace key.
@ -44,7 +49,7 @@ bool ImGui_ImplOSX_Init()
{
ImGuiIO& io = ImGui::GetIO();
// Setup back-end capabilities flags
// Setup backend capabilities flags
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
@ -68,7 +73,7 @@ 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_KeyPadEnter] = 3;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
@ -166,7 +171,7 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
ImGuiIO& io = ImGui::GetIO();
if (view)
{
const float dpi = [view.window backingScaleFactor];
const float dpi = (float)[view.window backingScaleFactor];
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
}
@ -175,7 +180,7 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
if (g_Time == 0.0)
g_Time = CFAbsoluteTimeGetCurrent();
CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
io.DeltaTime = current_time - g_Time;
io.DeltaTime = (float)(current_time - g_Time);
g_Time = current_time;
ImGui_ImplOSX_UpdateMouseCursorAndButtons();
@ -226,7 +231,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
NSPoint mousePoint = event.locationInWindow;
mousePoint = [view convertPoint:mousePoint fromView:nil];
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
io.MousePos = ImVec2(mousePoint.x, mousePoint.y);
io.MousePos = ImVec2((float)mousePoint.x, (float)mousePoint.y);
}
if (event.type == NSEventTypeScrollWheel)
@ -253,9 +258,9 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
}
if (fabs(wheel_dx) > 0.0)
io.MouseWheelH += wheel_dx * 0.1f;
io.MouseWheelH += (float)wheel_dx * 0.1f;
if (fabs(wheel_dy) > 0.0)
io.MouseWheel += wheel_dy * 0.1f;
io.MouseWheel += (float)wheel_dy * 0.1f;
return io.WantCaptureMouse;
}
@ -263,8 +268,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeKeyDown)
{
NSString* str = [event characters];
int len = (int)[str length];
for (int i = 0; i < len; i++)
NSUInteger len = [str length];
for (NSUInteger i = 0; i < len; i++)
{
int c = [str characterAtIndex:i];
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
@ -283,8 +288,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeKeyUp)
{
NSString* str = [event characters];
int len = (int)[str length];
for (int i = 0; i < len; i++)
NSUInteger len = [str length];
for (NSUInteger i = 0; i < len; i++)
{
int c = [str characterAtIndex:i];
int key = mapCharacterToKey(c);
@ -296,7 +301,6 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeFlagsChanged)
{
ImGuiIO& io = ImGui::GetIO();
unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
bool oldKeyCtrl = io.KeyCtrl;

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@ -1,4 +1,4 @@
// dear imgui: Platform Binding for SDL2
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
@ -11,9 +11,9 @@
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
@ -132,7 +132,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
{
g_Window = window;
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
@ -343,7 +343,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;

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@ -1,4 +1,4 @@
// dear imgui: Platform Binding for SDL2
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
@ -10,9 +10,9 @@
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API

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@ -1,27 +1,28 @@
// dear imgui: Renderer for Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// dear imgui: Renderer Backend for Vulkan
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [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
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// You will use those if you want to use this rendering backend in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
@ -35,7 +36,7 @@
// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
@ -81,6 +82,7 @@ static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
static VkPipeline g_Pipeline = VK_NULL_HANDLE;
static uint32_t g_Subpass = 0;
static VkShaderModule g_ShaderModuleVert;
static VkShaderModule g_ShaderModuleFrag;
@ -314,7 +316,6 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -676,7 +677,7 @@ static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAlloc
check_vk_result(err);
}
static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline)
static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass)
{
ImGui_ImplVulkan_CreateShaderModules(device, allocator);
@ -776,6 +777,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
info.pDynamicState = &dynamic_state;
info.layout = g_PipelineLayout;
info.renderPass = renderPass;
info.subpass = subpass;
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
check_vk_result(err);
}
@ -847,7 +849,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
check_vk_result(err);
}
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline);
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline, g_Subpass);
return true;
}
@ -886,7 +888,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
{
// Setup back-end capabilities flags
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_vulkan";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@ -902,6 +904,8 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
g_VulkanInitInfo = *info;
g_RenderPass = render_pass;
g_Subpass = info->Subpass;
ImGui_ImplVulkan_CreateDeviceObjects();
return true;
@ -938,7 +942,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
//
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
@ -1194,7 +1198,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// We do not create a pipeline by default as this is also used by examples' main.cpp,
// but secondary viewport in multi-viewport mode may want to create one with:
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline);
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_Subpass);
}
// Create The Image Views

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@ -1,23 +1,23 @@
// dear imgui: Renderer for Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// dear imgui: Renderer Backend for Vulkan
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [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
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// You will use those if you want to use this rendering backend in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#pragma once
@ -35,6 +35,7 @@ struct ImGui_ImplVulkan_InitInfo
VkQueue Queue;
VkPipelineCache PipelineCache;
VkDescriptorPool DescriptorPool;
uint32_t Subpass;
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
@ -60,7 +61,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_cou
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
//
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).

View File

@ -1,4 +1,4 @@
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
@ -7,6 +7,10 @@
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
@ -28,6 +32,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
@ -68,7 +73,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
return false;
// Setup back-end capabilities flags
// Setup backend capabilities flags
g_hWnd = (HWND)hwnd;
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
@ -149,8 +154,8 @@ static void ImGui_ImplWin32_UpdateMousePos()
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
::ClientToScreen(g_hWnd, &pos);
::SetCursorPos(pos.x, pos.y);
if (::ClientToScreen(g_hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
}
// Set mouse position
@ -214,15 +219,15 @@ static void ImGui_ImplWin32_UpdateGamepads()
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
RECT rect = { 0, 0, 0, 0 };
::GetClientRect(g_hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time;
INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
@ -259,7 +264,7 @@ void ImGui_ImplWin32_NewFrame()
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler.
// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - 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.
@ -352,7 +357,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
//---------------------------------------------------------------------------------------------------------
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
// If you are trying to implement your own back-end for your own engine, you may ignore that noise.
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
//---------------------------------------------------------------------------------------------------------
// Implement some of the functions and types normally declared in recent Windows SDK.

View File

@ -1,4 +1,4 @@
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
@ -7,6 +7,10 @@
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API

View File

@ -1,3 +1,6 @@
#!/bin/bash
## -V: create SPIR-V binary
## -x: save binary output as text-based 32-bit hexadecimal numbers
## -o: output file
glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert

160
docs/BACKENDS.md Normal file
View File

@ -0,0 +1,160 @@
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
## Dear ImGui: Backends
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.<BR>
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp]((https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp]((https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
### What are backends
Dear ImGui is highly portable and only requires a few things to run and render, typically:
- Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure).
- Required: uploading the font atlas texture into graphics memory.
- Required: rendering indexed textured triangles with a clipping rectangle.
Extra features are opt-in, our backends try to support as many as possible:
- Optional: custom texture binding support.
- Optional: clipboard support.
- Optional: gamepad support.
- Optional: mouse cursor shape support.
- Optional: IME support.
- Optional: multi-viewports support.
etc.
This is essentially what each backends are doing + obligatory portability cruft.
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and backends which we are describing here (backends/ folder).
- Some issues may only be backend or platform specific.
- You should be able to write backends for pretty much any platform and any 3D graphics API.
e.g. you can get creative and use software rendering or render remotely on a different machine.
### List of backends
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
List of Platforms Backends:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
imgui_impl_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 (this is prehistoric software and absolutely not recommended today!)
List of Renderer Backends:
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Emscripten is also supported.
The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
### Backends for third-party frameworks, graphics API or other languages
See https://github.com/ocornut/imgui/wiki/Bindings
- 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
- Unity
- Unreal Engine 4
- vtk
- Win32 GDI
etc.
### Recommended Backends
If you are not sure which backend to use, the recommended platform/frameworks for portable applications:
|Library |Website |Backend |Note |
|--------|--------|--------|-----|
| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | |
| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
### Using a custom engine?
You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
Think twice!
If you are new to Dear ImGui, first try using the existing backends as-is.
You will save lots of time integrating the library.
You can LATER decide to rewrite yourself a custom backend if you really need to.
In most situations, custom backends have less features and more bugs than the standard backends we provide.
If you want portability, you can use multiple backends and choose between them either at compile time
or at runtime.
**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.<BR>
Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.<BR>
Suggestion: use multiple generic backends!
Once it works, if you really need it you can replace parts of backends with your own abstractions.
**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
and you have high-level systems everywhere.<BR>
Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
your desktop builds working first. This will get you running faster and get your acquainted with
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API.
Also:
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
requests such as: "create an additional OS window", "create a render context", "get the OS position of this
window" etc. See 'ImGuiPlatformIO' for details.
Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
than supporting single-viewport.
If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.

View File

@ -3,7 +3,7 @@ CHANGELOG
This document holds the user-facing changelog that we also use in release notes.
We generally fold multiple commits pertaining to the same topic as a single entry.
Changes to the examples/bindings are included within the individual .cpp files in the examples/ folder.
Changes to backends are also included within the individual .cpp files of each backend.
RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
@ -31,10 +31,128 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.80 (Released 2021-01-21)
-----------------------------------------------------------------------
Breaking Changes:
- Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740)
- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513)
- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete).
- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018):
- io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
- ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
- ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
- ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
- ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
- Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018):
- InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X was value for decimal_precision.
- same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
- Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018):
- ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
- ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
- ImGuiInputTextCallback -> use ImGuiTextEditCallback
- ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
- 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.
- Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce
confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies
to other data structures. (#2636)
Other Changes:
- Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125)
Check out 'Demo->Tables' for many demos.
Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp.
- Added 16 functions:
- BeginTable(), EndTable()
- TableNextRow(), TableNextColumn(), TableSetColumnIndex()
- TableSetupColumn(), TableSetupScrollFreeze()
- TableHeadersRow(), TableHeader()
- TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags()
- TableGetSortSpecs(), TableSetBgColor()
- Added 3 flags sets:
- ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.)
- ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.)
- ImGuiTableRowFlags (1 flag for: header row)
- Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs
- Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget
- Added 1 style variable: ImGuiStyleVar_CellPadding
- Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
- Tab Bar: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
- Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521)
- Tab Bar: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows.
- Tab Bar: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414)
- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode()
or CollapsingHeader() while dragging. (#1738)
- Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging
into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
- Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed).
- Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain]
- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
- InputText: Fixed switching from single to multi-line while preserving same ID.
- Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034)
- DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value.
- DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets
into text input with a simple mouse click-release (without moving). (#3737)
- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier
helpers. (#3127, #3664, #3665) [@aiekick]
- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
- Log/Capture: fix capture to work on clipped child windows.
- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states
(and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs,
vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window.
- Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups]
Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder
returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte).
- Misc: Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592)
- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports).
- Style: Reduced the size of the resizing grip, made alpha less prominent.
- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles.
- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
- Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase
compatibility with legacy code. (#3671)
- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
- Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero]
- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti]
- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
- Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki]
- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe.
- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
- Docs: Improved the wiki and added a https://github.com/ocornut/imgui/wiki/Useful-Widgets page. [@Xipiryon]
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
-----------------------------------------------------------------------
VERSION 1.79 (Released 2020-10-08)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.79
Breaking Changes:
- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
@ -60,7 +178,7 @@ Other Changes:
- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
ContentSize is changing (issue introduced in 1.78). (#3452).
- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
- InputText: Added selection helpers in ImGuiInputTextCallbackData().
@ -127,6 +245,8 @@ Other Changes:
VERSION 1.78 (Released 2020-08-18)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.78
Breaking Changes:
- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut]
@ -696,7 +816,7 @@ Other Changes:
- 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
- IO: Added ImGuiKey_KeyPadEnter and support in various backends (previously backends 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()
@ -720,7 +840,7 @@ Other Changes:
- 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)
equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental backend. (#2546)
- Backends: SDL2: Added ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
(#2482, #2632) [@josiahmanson]
- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
@ -771,7 +891,7 @@ Other Changes:
- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
to scrollbars appearing during the movement.
- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same
frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which
frame as clearing the focus. This was in most noticeable in backends such as Glfw and SDL which
emits key release events when focusing another viewport, leading to Alt+clicking on void on another
viewport triggering the issue. (#2609)
- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using
@ -787,14 +907,14 @@ Other Changes:
- 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-bit indices.
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
The renderer backend needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. (#2591)
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field.
support 32-bit indices. Most examples backends 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. (#2591)
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
facilitate custom rendering back-ends passing local render-specific data to the draw callback.
facilitate custom rendering backends passing local render-specific data to the draw callback.
- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine
with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat]
- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not
@ -804,7 +924,7 @@ 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-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. (#2591)
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those backends. (#2591)
- 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)
@ -832,15 +952,15 @@ Breaking Changes:
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
to request the renderer backend to reset its render state. (#2037, #1639, #2452)
Examples: Added support for ImDrawCallback_ResetRenderState in all renderer backends. Each
renderer code setting up initial render state has been moved to a function so it could be
called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw]
- InputText: Fixed selection background rendering one frame after the cursor movement when
first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted
if the back-end provided both Key and Character input. (#2467, #1336)
if the backend provided both Key and Character input. (#2467, #1336)
- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items.
Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(),
generally referred to as the large framed+labeled items. Because the new SetNextItemWidth()
@ -997,7 +1117,7 @@ Other Changes:
- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming
multi-viewport feature to behave on Retina display and with multiple displays.
If you are not using a custom binding, please update your render function code ahead of time,
If you are not using a custom backend, please update your render function code ahead of time,
and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions
which are useful to implement variety of undo patterns. (#820, #956, #1875)
@ -1080,7 +1200,7 @@ Other Changes:
- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-ends do.
it only works _if_ the backend sets ImGuiBackendFlags_HasMouseCursors, which the standard backends do.
- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups).
This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
@ -1102,7 +1222,7 @@ Other Changes:
- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1).
- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible.
(Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.)
- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by backends.
- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later.
@ -1129,7 +1249,7 @@ Other Changes:
- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window.
- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports.
- Fixed build issue with osxcross and macOS. (#2218) [@dos1]
- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current back-end can be displayed in the About window.
- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current backend can be displayed in the About window.
- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
@ -1357,23 +1477,23 @@ Breaking Changes:
Other Changes:
- Examples back-ends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
The "Platform" bindings are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc.
The "Renderer" bindings are in charge of: creating the main font texture, rendering imgui draw data.
- Examples backends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
The "Platform" backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc.
The "Renderer" backends are in charge of: creating the main font texture, rendering imgui draw data.
before: imgui_impl_dx11.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp
before: imgui_impl_dx12.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp
before: imgui_impl_glfw_gl3.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc.
- The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are
- The idea is what we can now easily combine and maintain backends and reduce code redundancy. Individual files are
smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap
between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other.
- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work
from the Platform and Renderer back-ends, and the amount of redundancy across files was becoming too difficult to
maintain. If you use default back-ends, you'll benefit from an easy update path to support multi-viewports later
from the Platform and Renderer backends, and the amount of redundancy across files was becoming too difficult to
maintain. If you use default backends, you'll benefit from an easy update path to support multi-viewports later
(for future ImGui 1.7x).
- This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
- This is not strictly a breaking change if you keep your old backends, but when you'll want to fully update your backends,
expect to have to reshuffle a few things.
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
@ -1400,20 +1520,20 @@ Other Changes:
for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
characters. (#1859) [@JX-Master, @ocornut]
- Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: OSX: Added imgui_impl_osx.mm backend to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 backend
(will be fixed in Allegro 5.2.5+).
- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301)
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings,
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends,
a good occasion since we refactored the code.
- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
- Examples: FreeGLUT: Added FreeGLUT backends. Added FreeGLUT+OpenGL2 example. (#801)
- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate
some uses. (#1888)
- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile
- Examples: Fixed backends to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile
with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
- Internals: PushItemFlag() flags are inherited by BeginChild().
@ -1489,9 +1609,9 @@ Other Changes:
- Demo: Added demo for DragScalar(), InputScalar(), SliderScalar(). (#643)
- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application.
- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices).
- Examples: Allegro 5: Renamed bindings from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
- Examples: Allegro 5: Renamed backend from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
- Examples: DirectX 9: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream]
- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
- Examples: SDL: Fixed clipboard paste memory leak in the SDL backend code. (#1803) [@eliasdaler]
- Various minor fixes, tweaks, refactoring, comments.
@ -1522,7 +1642,7 @@ Breaking Changes:
- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some binding ahead of merging the Nav branch).
- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some backend ahead of merging the Nav branch).
- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now.
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53).
@ -1564,9 +1684,9 @@ Other Changes:
- ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the backend.
- ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use.
- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version.
- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541)
- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example backends. (#1541)
- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
- IO: Added IsAnyMouseDown() helper which is helpful for bindings to handle mouse capturing.
- IO: Added IsAnyMouseDown() helper which is helpful for backends to handle mouse capturing.
- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337)
- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
@ -1632,7 +1752,7 @@ Other Changes:
- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes.
- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed.
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your backends if needed.
- Examples: Using Dark theme by default. (#707). Tweaked demo code.
- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc.
@ -1643,7 +1763,7 @@ Other Changes:
- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217)
- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466)
- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture.
- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict bindings. (#1628) [@ilia-glushchenko]
- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict backends. (#1628) [@ilia-glushchenko]
- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495)
- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis]
- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565)
@ -2038,7 +2158,7 @@ Other Changes:
- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586)
- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976)
- Updated stb_rect_pack.h to 0.10 (removed warnings). (#883)
- Added ImGuiMouseCursor_None enum value for convenient usage by app/binding.
- Added ImGuiMouseCursor_None enum value for convenient usage by app/backends.
- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API)
- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222)
- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917)

235
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@ -0,0 +1,235 @@
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_
## Dear ImGui: Examples
**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder.
You can find Windows binaries for some of those example applications at:
http://www.dearimgui.org/binaries
### Getting Started
Integration in a typical existing application, should take <20 lines when using standard backends.
At initialization:
call ImGui::CreateContext()
call ImGui_ImplXXXX_Init() for each backend.
At the beginning of your frame:
call ImGui_ImplXXXX_NewFrame() for each backend.
call ImGui::NewFrame()
At the end of your frame:
call ImGui::Render()
call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
At shutdown:
call ImGui_ImplXXXX_Shutdown() for each backend.
call ImGui::DestroyContext()
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
// Create a Dear ImGui context, setup some options
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
ImGui_ImplWin32_Init(my_hwnd);
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
// Application main loop
while (true)
{
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// Any application code here
ImGui::Text("Hello, world!");
// End of frame: render Dear ImGui
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Swap
g_pSwapChain->Present(1, 0);
}
// Shutdown
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
Please read FAQ at http://www.dearimgui.org/faq
If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
Changelog, so if you want to update them later it will be easier to catch up with what changed.
### Examples Applications
[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/) <BR>
Allegro 5 example. <BR>
= main.cpp + imgui_impl_allegro5.cpp
[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
OSX & iOS + Metal example. <BR>
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
OSX + OpenGL2 example. <BR>
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
GLFW (Mac) + Metal example. <BR>
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern OpenGL calls and custom shaders. <BR>
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
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/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/) <BR>
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. <BR>
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
[example_marmalade/](https://github.com/ocornut/imgui/blob/master/examples/example_marmalade/) <BR>
Marmalade example using IwGx. <BR>
= main.cpp + imgui_impl_marmalade.cpp
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
= main.cpp <BR>
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/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_directx11/) <BR>
SDL2 + DirectX11 example, Windows only. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp <BR>
This to demonstrate usage of DirectX with SDL.
[example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/) <BR>
SDL2 (Mac) + Metal example. <BR>
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/) <BR>
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern OpenGL calls and custom shaders. <BR>
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
DirectX9 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/) <BR>
DirectX10 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/) <BR>
DirectX11 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/) <BR>
DirectX12 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
This is quite long and tedious, because: DirectX12.
### Miscallaneous
**Building**
Unfortunately nowadays it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software and build systems. For most examples here we choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2012+
- Xcode project files for the Apple examples
Please let us know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
If you are interested in using Cmake to build and links examples, see:
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
**About mouse cursor latency**
Dear ImGui has no particular extra lag for most behaviors,
e.g. the value of 'io.MousePos' provided at the time of NewFrame() will result in windows being moved
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
path and will feel smoother than the majority of contents rendered via regular graphics API (including,
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
as the mouse, that disconnect may be jarring to particularly sensitive users.
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
regularly rendered software cursor.
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
drawing a flat 2D shape directly under the mouse cursor!

View File

@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[Why is my widget not reacting when I click on it?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
| **[Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
@ -50,6 +50,7 @@ or view this file with any Markdown viewer.
**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: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
- 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.
@ -91,8 +92,9 @@ You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) bran
### Q: How to get started?
Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
Read [examples/README.txt](https://github.com/ocornut/imgui/tree/master/examples/README.txt).
##### [Return to Index](#index)
@ -126,7 +128,7 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
### 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).
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
- 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.
@ -142,7 +144,7 @@ and portable source code (uSynergy.c/.h) for a small embeddable client that you
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.
- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [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)
@ -151,7 +153,7 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
This usually means that: your font texture wasn't uploaded into GPU, or your shader or other rendering state are not reading from the right texture (e.g. texture wasn't bound).
If this happens using the standard back-ends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
If this happens using the standard backends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
##### [Return to Index](#index)
@ -165,7 +167,7 @@ Rectangles provided by Dear ImGui are defined as
`(x1=left,y1=top,x2=right,y2=bottom)`
and **NOT** as
`(x1,y1,width,height)`
Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
##### [Return to Index](#index)
@ -186,14 +188,14 @@ Unique ID are used internally to track active widgets and occasionally associate
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
- Unique ID are often derived from a string label and at minimum scoped within their host window:
```c
```cpp
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
End();
```
- Other elements such as tree nodes, etc. also pushes to the ID stack:
```c
```cpp
Begin("MyWindow");
if (TreeNode("MyTreeNode"))
{
@ -203,7 +205,7 @@ if (TreeNode("MyTreeNode"))
End();
```
- Two items labeled "OK" in different windows or different tree locations won't collide:
```
```cpp
Begin("MyFirstWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
End();
@ -212,10 +214,8 @@ Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
```
We used "..." above to signify whatever was already pushed to the ID stack previously:
- If you have a same ID twice in the same location, you'll have a conflict:
```c
```cpp
Button("OK");
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
```
@ -226,7 +226,7 @@ When passing a label you can optionally specify extra ID information within stri
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
```cpp
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
@ -234,15 +234,15 @@ Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo
End();
```
- If you want to completely hide the label, but still need an ID:
```c
```cpp
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
```cpp
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
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
@ -254,7 +254,7 @@ 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
```cpp
Begin("Window");
for (int i = 0; i < 100; i++)
{
@ -279,7 +279,7 @@ for (int i = 0; i < 100; i++)
End();
```
- You can stack multiple prefixes into the ID stack:
```c
```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
@ -289,7 +289,7 @@ PushID("node");
PopID();
```
- Tree nodes implicitly creates a scope for you by calling PushID().
```c
```cpp
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)
{
@ -325,32 +325,32 @@ Long explanation:
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:
```
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```cpp
OpenGL:
- ImTextureID = GLuint
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
```
```
```cpp
DirectX9:
- ImTextureID = LPDIRECT3DTEXTURE9
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
```
```
```cpp
DirectX11:
- ImTextureID = ID3D11ShaderResourceView*
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
```
```
```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.
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
- 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.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
User code may do:
@ -401,7 +401,7 @@ This way you'll be able to use your own types everywhere, e.g. passing `MyVector
---
### 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.
- Being highly portable (backends/bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
- To use 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.
@ -427,8 +427,7 @@ provide similar or better string helpers.
### 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.
```
```cpp
ImGui::Begin("My shapes");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
@ -464,9 +463,9 @@ ImGui::End();
### Q: How should I handle DPI in my application?
The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
Your application may want to detect DPI change and reload the font and reset style being frames.
Your application may want to detect DPI change and reload the fonts and reset style between frames.
Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
@ -505,7 +504,7 @@ backslash \ within a string literal, you need to write it double backslash "\\":
```cpp
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
```
@ -633,7 +632,7 @@ A reasonably skinned application may look like (screenshot from [#2529](https://
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.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
##### [Return to Index](#index)
@ -642,7 +641,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
# 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.
- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- 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.

View File

@ -1,6 +1,6 @@
## Dear ImGui: Using Fonts
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_
(You may browse this document at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer.)
## Dear ImGui: Using Fonts
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
@ -75,7 +75,7 @@ ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
// Select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
ImGui::Text("Hello with another font");
ImGui::PopFont();
@ -157,6 +157,7 @@ Some solutions:
3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`
##### [Return to Index](#index)
@ -226,7 +227,7 @@ io.Fonts->Build(); // Build the atlas while
## Using Custom Colorful Icons
**(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)**
**(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
@ -310,39 +311,31 @@ In some situations, you may also use `/` path separator under Windows.
Some fonts files are available in the `misc/fonts/` folder:
```
Roboto-Medium.ttf
Apache License 2.0
by Christian Robetson
https://fonts.google.com/specimen/Roboto
**Roboto-Medium.ttf**, by Christian Robetson
<br>Apache License 2.0
<br>https://fonts.google.com/specimen/Roboto
Cousine-Regular.ttf
by Steve Matteson
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
https://fonts.google.com/specimen/Cousine
**Cousine-Regular.ttf**, by Steve Matteson
<br>Digitized data copyright (c) 2010 Google Corporation.
<br>Licensed under the SIL Open Font License, Version 1.1
<br>https://fonts.google.com/specimen/Cousine
DroidSans.ttf
Copyright (c) Steve Matteson
Apache License, version 2.0
https://www.fontsquirrel.com/fonts/droid-sans
**DroidSans.ttf**, by Steve Matteson
<br>Apache License 2.0
<br>https://www.fontsquirrel.com/fonts/droid-sans
ProggyClean.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 13.0, GlyphOffset.y = +1
http://www.proggyfonts.net/
**ProggyClean.ttf**, by Tristan Grimmer
<br>MIT License
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
<br>http://www.proggyfonts.net/
ProggyTiny.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 10.0, GlyphOffset.y = +1
http://www.proggyfonts.net/
**ProggyTiny.ttf**, by Tristan Grimmer
<br>MIT License
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
<br>http://www.proggyfonts.net/
Karla-Regular.ttf
Copyright (c) 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1
```
**Karla-Regular.ttf**, by Jonathan Pinhorn
<br>SIL OPEN FONT LICENSE Version 1.1
##### [Return to Index](#index)

View File

@ -23,7 +23,7 @@ Dear ImGui is particularly suited to integration in games engine (for tooling),
| [Usage](#usage) - [How it works](#how-it-works) - [Releases](#releases) - [Demo](#demo) - [Integration](#integration) |
:----------------------------------------------------------: |
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### Usage
@ -33,7 +33,7 @@ Dear ImGui is particularly suited to integration in games engine (for tooling),
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.
**Backends for a variety of graphics api and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
@ -81,7 +81,7 @@ ImGui::EndChild();
ImGui::End();
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif)
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v180/code_sample_04_color.gif)
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to 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.
@ -110,29 +110,31 @@ The demo applications are not DPI aware so expect some blurriness on a 4K screen
### Integration
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.
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
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!**
Officially maintained bindings (in repository):
Officially maintained backends/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.
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, nCine, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
[Useful widgets and extensions](https://github.com/ocornut/imgui/wiki/Useful-Widgets) wiki page:
- Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos etc.
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Upcoming Changes
Some of the goals for 2020 are:
- Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
- Work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
Some of the goals for 2021 are:
- Work on Docking (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
- Work on Multi-Viewport / Multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957), in public [tables](https://github.com/ocornut/imgui/tree/tables) branch looking for feedback)
- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
@ -140,13 +142,15 @@ Some of the goals for 2020 are:
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
For a list of third-party widgets and extensions, check out the [Useful Widgets](https://github.com/ocornut/imgui/wiki/Useful-Widgets) wiki page.
Custom engine
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
Custom engine
[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
[Tracy Profiler](https://github.com/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png)
### Support, Frequently Asked Questions (FAQ)
@ -196,7 +200,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
*Double-chocolate and Salty caramel sponsors*
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).

View File

@ -6,7 +6,7 @@ The list below consist mostly of ideas noted down before they are requested/disc
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
- 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/test: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
@ -129,18 +129,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- columns: headers. re-orderable. (#513, #125)
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
- columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- columns: 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)
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
@ -167,7 +155,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
- tabs: close button tends to overlap unsaved-document star
- tabs: close button tends to overlap unsaved-document star
- tabs: consider showing the star at the same spot as the close button, like VS Code does.
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
@ -271,6 +259,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: fix/support/options for overlapping drag sources.
- drag and drop: focus drag target window on hold (even without open)
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
@ -370,7 +359,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
- 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: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend 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)

View File

@ -1,292 +1 @@
-----------------------------------------------------------------------
dear imgui, v1.79
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
-----------------------------------------------------------------------
Dear ImGui is highly portable and only requires a few things to run and render:
- Providing mouse/keyboard inputs
- Uploading the font atlas texture into graphics memory
- Providing a render function to render indexed textured triangles
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and examples bindings which we are describing here (examples/ folder).
You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
effort you can even perform the rendering remotely, on a different machine than the one running the logic.
This folder contains two things:
- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
They are the imgui_impl_XXXX files found in the examples/ folder.
- Example applications (standalone, ready-to-build) using the aforementioned bindings.
They are the in the XXXX_example/ sub-folders.
You can find binaries of some of those example applications at:
http://www.dearimgui.org/binaries
---------------------------------------
GETTING STARTED
---------------------------------------
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
Please read FAQ at http://www.dearimgui.org/faq
- If you are using of the backend provided here, you can add the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
Changelog at the top of the .cpp files, so if you want to update them later it will be easier to
catch up with what changed.
- Dear ImGui has no particular extra lag for most behaviors, e.g. the value of 'io.MousePos' provided in
NewFrame() will result at the time of EndFrame()/Render() in a moved windows rendered following that mouse
movement. At 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
path and will feel smoother than the majority of contents rendererd via regular graphics API (including,
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane as
the mouse, that disconnect may be jarring to particularly sensitive users.
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
regularly rendered software cursor.
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
drawing a flat 2D shape directly under the mouse cursor.
---------------------------------------
EXAMPLE BINDINGS
---------------------------------------
Most the example bindings are split in 2 parts:
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), 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), 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.
- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.
Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
using your own functions, etc.
Please consider using the bindings to the lower-level platform/graphics API as-is.
Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
works and is bound, you can rewrite the code using your own systems.
- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
seamlessly detached from the main application window. This is achieved using an extra layer to the
platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (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 2020!)
List of Renderer Bindings in this repository:
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
imgui_impl_opengl3.cpp, but other combinations are possible.
Third-party framework, graphics API and languages bindings are listed at:
https://github.com/ocornut/imgui/wiki/Bindings
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.
---------------------------------------
EXAMPLE APPLICATIONS
---------------------------------------
Building:
Unfortunately in 2020 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here we choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2012+
- Xcode project files for the Apple examples
Please let us know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
If you are interested in using Cmake to build and links examples, see:
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
example_apple_metal/
OSX & iOS + Metal.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_apple_opengl2/
OSX + OpenGL2.
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_empscripten:
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
example_glfw_metal/
GLFW (Mac) + Metal example.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
example_glfw_opengl3/
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
example_glut_opengl2/
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
example_marmalade/
Marmalade example using IwGx.
= main.cpp + imgui_impl_marmalade.cpp
example_null
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
= main.cpp
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.
example_sdl_directx11/
SDL2 + DirectX11 example, Windows only.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
This to demonstrate usage of DirectX with SDL.
example_sdl_metal/
SDL2 (Mac) + Metal example.
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
example_sdl_opengl2/
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
example_win32_directx9/
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
example_win32_directx10/
DirectX10 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
example_win32_directx11/
DirectX11 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
example_win32_directx12/
DirectX12 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
This is quite long and tedious, because: DirectX12.
See EXAMPLES and BACKENDS files in the docs/ folder.

View File

@ -5,14 +5,14 @@ Dear ImGui outputs 16-bit vertex indices by default.
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
# How to Build
### On Ubuntu 14.04+ 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_main -lallegro_primitives -o allegro5_example
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
```
On macOS, install Allegro with homebrew: `brew install allegro`.
@ -31,5 +31,5 @@ cd vcpkg
Build:
```
set ALLEGRODIR=path_to_your_allegro5_folder
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
```

View File

@ -90,7 +90,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -104,7 +104,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -158,8 +158,9 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_allegro5.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp" />
<ClCompile Include="imconfig_allegro5.h" />
<ClCompile Include="main.cpp" />
</ItemGroup>
@ -167,7 +168,7 @@
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_allegro5.h" />
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
@ -176,4 +177,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

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@ -22,12 +22,15 @@
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_allegro5.cpp">
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="imconfig_allegro5.h">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
@ -42,7 +45,7 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_allegro5.h">
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
@ -52,4 +55,4 @@
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>
</Project>

View File

@ -1,5 +1,6 @@
// dear imgui: standalone example application for Allegro 5
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for Allegro 5
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include <stdint.h>
#include <allegro5/allegro.h>
@ -32,7 +33,7 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplAllegro5_Init(display);
// Load Fonts

View File

@ -1,18 +0,0 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end
#else
#import <Cocoa/Cocoa.h>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@end
#endif

View File

@ -1,11 +0,0 @@
#import "AppDelegate.h"
@implementation AppDelegate
#if TARGET_OS_OSX
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
return YES;
}
#endif
@end

View File

@ -1,8 +0,0 @@
#import <MetalKit/MetalKit.h>
@interface Renderer : NSObject <MTKViewDelegate>
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
@end

View File

@ -1,154 +0,0 @@
#import "Renderer.h"
#import <Metal/Metal.h>
#include "imgui.h"
#include "imgui_impl_metal.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
#endif
@interface Renderer ()
@property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end
@implementation Renderer
-(nonnull instancetype)initWithView:(nonnull MTKView*)view;
{
self = [super init];
if(self)
{
_device = view.device;
_commandQueue = [_device newCommandQueue];
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Renderer bindings
ImGui_ImplMetal_Init(_device);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
}
return self;
}
- (void)drawInMTKView:(MTKView*)view
{
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
#if TARGET_OS_OSX
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
#else
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
#endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil)
{
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
// Here, you could do additional rendering work, including other passes as necessary.
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData* drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit];
}
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
{
}
@end

View File

@ -1,19 +0,0 @@
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#import "Renderer.h"
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
@interface ViewController : UIViewController
@end
#else
#import <Cocoa/Cocoa.h>
@interface ViewController : NSViewController
@end
#endif

View File

@ -1,153 +0,0 @@
#import "ViewController.h"
#import "Renderer.h"
#include "imgui.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
#endif
@interface ViewController ()
@property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) Renderer *renderer;
@end
@implementation ViewController
- (MTKView *)mtkView {
return (MTKView *)self.view;
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.mtkView.device = MTLCreateSystemDefaultDevice();
if (!self.mtkView.device) {
NSLog(@"Metal is not supported");
abort();
}
self.renderer = [[Renderer alloc] initWithView:self.mtkView];
[self.renderer mtkView:self.mtkView drawableSizeWillChange:self.mtkView.bounds.size];
self.mtkView.delegate = self.renderer;
#if TARGET_OS_OSX
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
owner:self
userInfo:nil];
[self.view addTrackingArea:trackingArea];
// If we want to receive key events, we either need to be in the responder chain of the key view,
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
// window, we'd want to be much more careful than just ingesting the complete event stream, though we
// do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
if (event.type == NSEventTypeKeyDown && wantsCapture) {
return nil;
} else {
return event;
}
}];
ImGui_ImplOSX_Init();
#endif
}
#if TARGET_OS_OSX
- (void)mouseMoved:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)scrollWheel:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
#elif TARGET_OS_IOS
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
// as if it were a depressed left mouse button, and we don't bother handling
// multitouch correctly at all. This causes the "cursor" to behave very erratically
// when there are multiple active touches. But for demo purposes, single-touch
// interaction actually works surprisingly well.
- (void)updateIOWithTouchEvent:(UIEvent *)event {
UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO();
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
BOOL hasActiveTouch = NO;
for (UITouch *touch in event.allTouches) {
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
hasActiveTouch = YES;
break;
}
}
io.MouseDown[0] = hasActiveTouch;
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
#endif
@end

View File

@ -1,22 +0,0 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
int main(int argc, char * argv[]) {
@autoreleasepool {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
#else
#import <Cocoa/Cocoa.h>
int main(int argc, const char * argv[]) {
return NSApplicationMain(argc, argv);
}
#endif

View File

@ -9,27 +9,20 @@
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@ -88,7 +74,7 @@
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@ -101,32 +87,12 @@
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};
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/* Begin XCBuildConfiguration section */
8307E7EE20E9F9C900473790 /* Debug */ = {
isa = XCBuildConfiguration;
@ -361,6 +315,7 @@
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_QUOTED_INCLUDE_IN_FRAMEWORK_HEADER = YES;
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
CLANG_WARN_STRICT_PROTOTYPES = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
@ -416,6 +371,7 @@
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_QUOTED_INCLUDE_IN_FRAMEWORK_HEADER = YES;
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
CLANG_WARN_STRICT_PROTOTYPES = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
@ -451,6 +407,7 @@
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/../../**";
};
name = Debug;
};
@ -467,6 +424,7 @@
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/../../**";
VALIDATE_PRODUCT = YES;
};
name = Release;
@ -484,6 +442,7 @@
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/../../**";
};
name = Debug;
};
@ -500,6 +459,7 @@
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
USER_HEADER_SEARCH_PATHS = "$(SRCROOT)/../../**";
};
name = Release;
};

View File

@ -1,28 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="14113" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="BV1-FR-VrT">
<device id="retina4_7" orientation="portrait">
<adaptation id="fullscreen"/>
</device>
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="14088"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="tXr-a1-R10">
<objects>
<viewController id="BV1-FR-VrT" customClass="ViewController" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="MTKView">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
<viewLayoutGuide key="safeArea" id="BKg-qs-eN0"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
</document>

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Width:  |  Height:  |  Size: 1.6 KiB

View File

@ -21,9 +21,7 @@
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UILaunchStoryboardName</key>
<string>Launch Screen</string>
<key>UIMainStoryboardFile</key>
<string>Main</string>
<string>LaunchScreen</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>

View File

@ -1,11 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="14269.14" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<device id="retina4_7" orientation="portrait">
<adaptation id="fullscreen"/>
</device>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<device id="retina6_1" orientation="portrait" appearance="light"/>
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="14252.5"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="17125"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
@ -15,10 +13,10 @@
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<rect key="frame" x="0.0" y="0.0" width="414" height="896"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
<viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
<color key="backgroundColor" red="0.27843137254901962" green="0.36078431372549019" blue="0.50196078431372548" alpha="1" colorSpace="custom" customColorSpace="displayP3"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>

View File

@ -22,10 +22,8 @@
<string>1</string>
<key>LSMinimumSystemVersion</key>
<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright © 2018 Warren Moore. All rights reserved.</string>
<key>NSMainStoryboardFile</key>
<string>Main</string>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>

View File

@ -1,9 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="14269.14" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES" initialViewController="B8D-0N-5wS">
<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES">
<dependencies>
<deployment identifier="macosx"/>
<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="14269.14"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="17156"/>
</dependencies>
<scenes>
<!--Application-->
@ -16,8 +15,6 @@
<modifierMask key="keyEquivalentModifierMask"/>
<menu key="submenu" title="ImGui" systemMenu="apple" id="uQy-DD-JDr">
<items>
<menuItem title="Preferences…" keyEquivalent="," id="BOF-NM-1cW"/>
<menuItem isSeparatorItem="YES" id="wFC-TO-SCJ"/>
<menuItem title="Services" id="NMo-om-nkz">
<modifierMask key="keyEquivalentModifierMask"/>
<menu key="submenu" title="Services" systemMenu="services" id="hz9-B4-Xy5"/>
@ -90,41 +87,7 @@
<customObject id="YLy-65-1bz" customClass="NSFontManager"/>
<customObject id="Ady-hI-5gd" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="75" y="0.0"/>
</scene>
<!--Window Controller-->
<scene sceneID="R2V-B0-nI4">
<objects>
<windowController id="B8D-0N-5wS" sceneMemberID="viewController">
<window key="window" title="ImGui" allowsToolTipsWhenApplicationIsInactive="NO" autorecalculatesKeyViewLoop="NO" releasedWhenClosed="NO" animationBehavior="default" titleVisibility="hidden" id="IQv-IB-iLA">
<windowStyleMask key="styleMask" titled="YES" closable="YES" miniaturizable="YES" resizable="YES"/>
<windowPositionMask key="initialPositionMask" leftStrut="YES" rightStrut="YES" topStrut="YES" bottomStrut="YES"/>
<rect key="contentRect" x="196" y="240" width="480" height="270"/>
<rect key="screenRect" x="0.0" y="0.0" width="1680" height="1027"/>
<connections>
<outlet property="delegate" destination="B8D-0N-5wS" id="CyC-Pq-WbN"/>
</connections>
</window>
<connections>
<segue destination="XfG-lQ-9wD" kind="relationship" relationship="window.shadowedContentViewController" id="cq2-FE-JQM"/>
</connections>
</windowController>
<customObject id="Oky-zY-oP4" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="-128" y="390"/>
</scene>
<!--View Controller-->
<scene sceneID="hIz-AP-VOD">
<objects>
<viewController id="XfG-lQ-9wD" customClass="ViewController" sceneMemberID="viewController">
<view key="view" wantsLayer="YES" id="m2S-Jp-Qdl" customClass="MTKView">
<rect key="frame" x="0.0" y="0.0" width="1280" height="720"/>
<autoresizingMask key="autoresizingMask"/>
</view>
</viewController>
<customObject id="rPt-NT-nkU" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="205" y="1032"/>
<point key="canvasLocation" x="-362" y="-38"/>
</scene>
</scenes>
</document>

View File

@ -0,0 +1,394 @@
// Dear ImGui: standalone example application for OSX + Metal.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#import <Foundation/Foundation.h>
#if TARGET_OS_OSX
#import <Cocoa/Cocoa.h>
#else
#import <UIKit/UIKit.h>
#endif
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#include "imgui.h"
#include "imgui_impl_metal.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
@interface ViewController : NSViewController
@end
#else
@interface ViewController : UIViewController
@end
#endif
@interface ViewController () <MTKViewDelegate>
@property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end
@implementation ViewController
- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
_device = MTLCreateSystemDefaultDevice();
_commandQueue = [_device newCommandQueue];
if (!self.device)
{
NSLog(@"Metal is not supported");
abort();
}
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Renderer backend
ImGui_ImplMetal_Init(_device);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
return self;
}
- (MTKView *)mtkView
{
return (MTKView *)self.view;
}
- (void)loadView
{
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.mtkView.device = self.device;
self.mtkView.delegate = self;
#if TARGET_OS_OSX
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
owner:self
userInfo:nil];
[self.view addTrackingArea:trackingArea];
// If we want to receive key events, we either need to be in the responder chain of the key view,
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
// window, we'd want to be much more careful than just ingesting the complete event stream.
// To match the behavior of other backends, we pass every event down to the OS.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
{
ImGui_ImplOSX_HandleEvent(event, self.view);
return event;
}];
ImGui_ImplOSX_Init();
#endif
}
#pragma mark - Interaction
#if TARGET_OS_OSX
- (void)mouseMoved:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)rightMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)scrollWheel:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
#else
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
// as if it were a depressed left mouse button, and we don't bother handling
// multitouch correctly at all. This causes the "cursor" to behave very erratically
// when there are multiple active touches. But for demo purposes, single-touch
// interaction actually works surprisingly well.
- (void)updateIOWithTouchEvent:(UIEvent *)event
{
UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO();
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
BOOL hasActiveTouch = NO;
for (UITouch *touch in event.allTouches)
{
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
{
hasActiveTouch = YES;
break;
}
}
io.MouseDown[0] = hasActiveTouch;
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
[self updateIOWithTouchEvent:event];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
[self updateIOWithTouchEvent:event];
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
[self updateIOWithTouchEvent:event];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
[self updateIOWithTouchEvent:event];
}
#endif
#pragma mark - MTKViewDelegate
- (void)drawInMTKView:(MTKView*)view
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
#if TARGET_OS_OSX
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
#else
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
#endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil)
{
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
// Here, you could do additional rendering work, including other passes as necessary.
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData* draw_data = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit];
}
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
{
}
@end
#pragma mark - Application Delegate
#if TARGET_OS_OSX
@interface AppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, strong) NSWindow *window;
@end
@implementation AppDelegate
- (instancetype)init
{
if (self = [super init])
{
NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil];
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
backing:NSBackingStoreBuffered
defer:NO];
self.window.contentViewController = rootViewController;
[self.window orderFront:self];
[self.window center];
[self.window becomeKeyWindow];
}
return self;
}
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
}
@end
#else
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
{
UIViewController *rootViewController = [[ViewController alloc] init];
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
self.window.rootViewController = rootViewController;
[self.window makeKeyAndVisible];
return YES;
}
@end
#endif
#pragma mark - main()
#if TARGET_OS_OSX
int main(int argc, const char * argv[])
{
return NSApplicationMain(argc, argv);
}
#else
int main(int argc, char * argv[])
{
@autoreleasepool
{
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
#endif

View File

@ -16,6 +16,7 @@
4080A9B020B0347A0036BA46 /* imgui_impl_osx.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99F20B034280036BA46 /* imgui_impl_osx.mm */; };
4080A9B320B034E40036BA46 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 4080A9B220B034E40036BA46 /* Cocoa.framework */; };
4080A9B520B034EA0036BA46 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 4080A9B420B034EA0036BA46 /* OpenGL.framework */; };
50798230257677FD0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822F257677FC0038A28D /* imgui_tables.cpp */; };
/* End PBXBuildFile section */
/* Begin PBXCopyFilesBuildPhase section */
@ -34,10 +35,10 @@
07A82EDA213941D00078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
4080A96B20B029B00036BA46 /* example_osx_opengl2 */ = {isa = PBXFileReference; explicitFileType = "compiled.mach-o.executable"; includeInIndex = 0; path = example_osx_opengl2; sourceTree = BUILT_PRODUCTS_DIR; };
4080A98A20B02CD90036BA46 /* main.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; path = main.mm; sourceTree = SOURCE_ROOT; };
4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_impl_opengl2.cpp; path = ../imgui_impl_opengl2.cpp; sourceTree = "<group>"; };
4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../imgui_impl_osx.mm; sourceTree = "<group>"; };
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../imgui_impl_opengl2.h; sourceTree = "<group>"; };
4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../imgui_impl_osx.h; sourceTree = "<group>"; };
4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_impl_opengl2.cpp; path = ../../backends/imgui_impl_opengl2.cpp; sourceTree = "<group>"; };
4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../../backends/imgui_impl_osx.mm; sourceTree = "<group>"; };
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../../backends/imgui_impl_opengl2.h; sourceTree = "<group>"; };
4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = "<group>"; };
4080A9A520B0343C0036BA46 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = "<group>"; };
4080A9A720B0343C0036BA46 /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = "<group>"; };
@ -46,6 +47,7 @@
4080A9AC20B0343C0036BA46 /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = "<group>"; };
4080A9B220B034E40036BA46 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
4080A9B420B034EA0036BA46 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
5079822F257677FC0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
/* End PBXFileReference section */
/* Begin PBXFrameworksBuildPhase section */
@ -64,6 +66,7 @@
4080A96220B029B00036BA46 = {
isa = PBXGroup;
children = (
5079822F257677FC0038A28D /* imgui_tables.cpp */,
4080A9AC20B0343C0036BA46 /* imconfig.h */,
4080A9A720B0343C0036BA46 /* imgui.cpp */,
4080A9A820B0343C0036BA46 /* imgui.h */,
@ -161,6 +164,7 @@
4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */,
4080A9B020B0347A0036BA46 /* imgui_impl_osx.mm in Sources */,
4080A9AE20B0343C0036BA46 /* imgui.cpp in Sources */,
50798230257677FD0038A28D /* imgui_tables.cpp in Sources */,
07A82EDB213941D00078D120 /* imgui_widgets.cpp in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;

View File

@ -1,9 +1,10 @@
// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "../imgui_impl_osx.h"
#include "../imgui_impl_opengl2.h"
#include "../../backends/imgui_impl_osx.h"
#include "../../backends/imgui_impl_opengl2.h"
#include <stdio.h>
#import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h>
@ -138,7 +139,7 @@
animationTimer = nil;
}
// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@ -254,7 +255,7 @@
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();

View File

@ -7,18 +7,20 @@
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make` will produce three files:
# - example_emscripten.html
# - example_emscripten.js
# - example_emscripten.wasm
# - web/index.html
# - web/index.js
# - web/index.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
EXE = example_emscripten.html
WEB_DIR = web
EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
@ -51,7 +53,7 @@ endif
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I../ -I../../
CPPFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os
CPPFLAGS += $(EMS)
@ -65,10 +67,10 @@ LDFLAGS += --shell-file shell_minimal.html
%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
@ -77,8 +79,14 @@ LDFLAGS += --shell-file shell_minimal.html
all: $(EXE)
@echo Build complete for $(EXE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LIBS) $(LDFLAGS)
clean:
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
rm -rf $(OBJS) $(WEB_DIR)

View File

@ -1,20 +1,22 @@
## How to Build
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- Then build using `make` while in the `example_emscripten/` directory.
- Then build using `make` while in the `example_emscripten_opengl3/` directory.
## How to Run
To run on a local machine:
- Generally you may need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
- Otherwise, generally you will need a local webserver:
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun example_emscripten.html` which will spawn a temporary local webserver. See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- Otherwise you may use Python builtin webserver: `python -m http.server` in Python 3 or `python -m SimpleHTTPServer` in Python 2. After doing that, you can visit http://localhost:8000/.
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
## Obsolete features:
- Emscripten 2.0 (August 2020) obsoleted the fastcomp back-end, only llvm is supported.
- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`

View File

@ -1,10 +1,11 @@
// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
//
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
#include "imgui.h"
#include "imgui_impl_sdl.h"
@ -72,7 +73,7 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
ImGui_ImplOpenGL3_Init(glsl_version);

View File

@ -7,33 +7,34 @@
#CXX = clang++
EXE = example_glfw_metal
IMGUI_DIR = ../..
SOURCES = main.mm
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += -L/usr/local/lib -lglfw
CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
all: $(EXE)
@echo Build complete

View File

@ -1,6 +1,7 @@
// dear imgui: standalone example application for GLFW + Metal, using programmable pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_glfw.h"
@ -22,7 +23,7 @@ static void glfw_error_callback(int error, const char* description)
int main(int, char**)
{
// Setup Dear ImGui binding
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
@ -62,6 +63,7 @@ int main(int, char**)
id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplMetal_Init(device);

View File

@ -15,13 +15,14 @@
#CXX = clang++
EXE = example_glfw_opengl2
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
@ -63,10 +64,10 @@ endif
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)

View File

@ -1,3 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
@set OUT_DIR=Debug
@set OUT_EXE=example_glfw_opengl2
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -90,7 +90,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -104,7 +104,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -158,17 +158,18 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_opengl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
@ -177,4 +178,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -22,15 +22,18 @@
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl2.cpp">
<Filter>sources</Filter>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -42,10 +45,10 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_glfw.h">
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl2.h">
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
@ -55,4 +58,4 @@
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>
</Project>

View File

@ -1,6 +1,7 @@
// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_glfw_opengl2/ folder**
@ -50,7 +51,7 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
@ -135,7 +136,7 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the commented lines below.
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
//GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0);

View File

@ -15,13 +15,14 @@
#CXX = clang++
EXE = example_glfw_opengl3
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl3.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
@ -93,10 +94,10 @@ endif
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c

View File

@ -1,3 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
@set OUT_DIR=Debug
@set OUT_EXE=example_glfw_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I..\libs\gl3w
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -90,7 +90,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -104,7 +104,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -158,9 +158,10 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="main.cpp" />
</ItemGroup>
@ -168,8 +169,8 @@
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_opengl3.h" />
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
</ItemGroup>
@ -180,4 +181,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -28,15 +28,18 @@
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl3.cpp">
<Filter>sources</Filter>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -54,10 +57,10 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_glfw.h">
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl3.h">
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
@ -67,4 +70,4 @@
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>
</Project>

View File

@ -1,6 +1,7 @@
// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_glfw.h"
@ -114,7 +115,7 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);

View File

@ -25,7 +25,7 @@ include_directories(${GLFW_DIR}/include)
# Dear ImGui
set(IMGUI_DIR ../../)
include_directories(${IMGUI_DIR} ..)
include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..)
# Libraries
find_package(Vulkan REQUIRED)
@ -39,5 +39,5 @@ include_directories(${GLFW_DIR}/deps)
file(GLOB sources *.cpp)
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
target_link_libraries(example_glfw_vulkan ${LIBRARIES})

View File

@ -1,7 +1,14 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_EXE=example_glfw_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -1,7 +1,13 @@
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

View File

@ -90,7 +90,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -104,7 +104,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -158,17 +158,18 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_vulkan.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_vulkan.h" />
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
@ -177,4 +178,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -10,6 +10,9 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
@ -19,18 +22,18 @@
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_vulkan.cpp">
<Filter>sources</Filter>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -42,10 +45,10 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_glfw.h">
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_vulkan.h">
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
@ -55,4 +58,4 @@
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>
</Project>

View File

@ -1,11 +1,12 @@
// dear imgui: standalone example application for Glfw + Vulkan
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for Glfw + Vulkan
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// You will use those if you want to use this rendering backend in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#include "imgui.h"
@ -381,7 +382,7 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = g_Instance;

View File

@ -10,13 +10,14 @@
#CXX = clang++
EXE = example_glut_opengl2
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += ../imgui_impl_glut.cpp ../imgui_impl_opengl2.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
@ -58,10 +59,10 @@ endif
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)

View File

@ -158,17 +158,18 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glut.cpp" />
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_glut.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_glut.h" />
<ClInclude Include="..\imgui_impl_opengl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_glut.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
@ -177,4 +178,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -22,15 +22,18 @@
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_glut.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl2.cpp">
<Filter>sources</Filter>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_glut.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -42,10 +45,10 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_glut.h">
<ClInclude Include="..\..\backends\imgui_impl_glut.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl2.h">
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>

View File

@ -1,8 +1,9 @@
// dear imgui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
#include "imgui.h"
@ -115,7 +116,7 @@ int main(int argc, char** argv)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplGLUT_Init();
ImGui_ImplGLUT_InstallFuncs();
ImGui_ImplOpenGL2_Init();

View File

@ -1,5 +1,6 @@
// dear imgui: standalone example application for Marmalade
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Dear ImGui: standalone example application for Marmalade
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Copyright (C) 2015 by Giovanni Zito
// This file is part of Dear ImGui
@ -26,7 +27,7 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_Marmalade_Init(true);
// Load Fonts

View File

@ -17,8 +17,8 @@ options
includepaths
{
..
../..
../../backends
}
subprojects
@ -33,14 +33,15 @@ files
../../imgui.cpp
../../imgui_demo.cpp
../../imgui_draw.cpp
../../imgui_tables.cpp
../../imgui_widgets.cpp
../../imconfig.h
../../imgui.h
../../imgui_internal.h
["imgui","Marmalade binding"]
../imgui_impl_marmalade.h
../imgui_impl_marmalade.cpp
["imgui","Marmalade backend"]
../../backends/imgui_impl_marmalade.h
../../backends/imgui_impl_marmalade.cpp
main.cpp
}

View File

@ -2,7 +2,7 @@
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# Important: This is a "null back-end" application, with no visible output or interaction!
# Important: This is a "null backend" application, with no visible output or interaction!
# This is used for testing purpose and continuous integration, and has little use for end-user.
#
@ -11,12 +11,13 @@ WITH_EXTRA_WARNINGS ?= 0
WITH_FREETYPE ?= 0
EXE = example_null
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS += -I../ -I../../
CXXFLAGS += -I$(IMGUI_DIR)
CXXFLAGS += -g -Wall -Wformat
LIBS =
@ -28,7 +29,7 @@ endif
# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp
# (only supported on Linux, and note that the imgui_freetype code currently won't be executed)
ifeq ($(WITH_FREETYPE), 1)
SOURCES += ../../misc/freetype/imgui_freetype.cpp
SOURCES += $(IMGUI_DIR)/misc/freetype/imgui_freetype.cpp
CXXFLAGS += $(shell pkg-config --cflags freetype2)
LIBS += $(shell pkg-config --libs freetype2)
endif
@ -71,13 +72,13 @@ endif
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../misc/freetype/%.cpp
%.o:$(IMGUI_DIR)/misc/freetype/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)

View File

@ -1,8 +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
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl_directx11
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\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

@ -91,7 +91,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -105,7 +105,7 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -121,7 +121,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -141,7 +141,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
@ -159,17 +159,18 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_dx11.cpp" />
<ClCompile Include="..\imgui_impl_sdl.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
<ClCompile Include="..\..\backends\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" />
<ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
@ -178,4 +179,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -18,10 +18,10 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_dx11.h">
<ClInclude Include="..\..\backends\imgui_impl_dx11.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_sdl.h">
<ClInclude Include="..\..\backends\imgui_impl_sdl.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
@ -38,13 +38,16 @@
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_dx11.cpp">
<Filter>sources</Filter>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_sdl.cpp">
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
@ -54,4 +57,4 @@
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>
</Project>

View File

@ -1,6 +1,7 @@
// 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.
// Dear ImGui: standalone example application for SDL2 + DirectX 11
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_sdl.h"
@ -60,7 +61,7 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForD3D(window);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);

View File

@ -7,16 +7,17 @@
#CXX = clang++
EXE = example_sdl_metal
IMGUI_DIR = ../..
SOURCES = main.mm
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_metal.mm
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += `sdl2-config --libs`
LIBS += -L/usr/local/lib
CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
CXXFLAGS += `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
@ -24,18 +25,18 @@ CFLAGS = $(CXXFLAGS)
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
all: $(EXE)
@echo Build complete

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