diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index 3e6d766470e0..28d1b1536f47 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -4,9 +4,9 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] -// [X] Platform: Clipboard support (from Allegro 5.1.12) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// Issues: +// [X] Platform: Clipboard support (from Allegro 5.1.12). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features or Issues: // [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually. // [ ] Platform: Missing gamepad support. diff --git a/backends/imgui_impl_allegro5.h b/backends/imgui_impl_allegro5.h index aba5c47701ea..356ec7d0a9f4 100644 --- a/backends/imgui_impl_allegro5.h +++ b/backends/imgui_impl_allegro5.h @@ -4,9 +4,9 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] -// [X] Platform: Clipboard support (from Allegro 5.1.12) -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. -// Issues: +// [X] Platform: Clipboard support (from Allegro 5.1.12). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features or Issues: // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Platform: Missing gamepad support. diff --git a/backends/imgui_impl_android.cpp b/backends/imgui_impl_android.cpp index 05939293cb84..1c2d62476002 100644 --- a/backends/imgui_impl_android.cpp +++ b/backends/imgui_impl_android.cpp @@ -4,10 +4,10 @@ // Implemented features: // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. -// Missing features: +// Missing features or Issues: // [ ] Platform: Clipboard support. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // Important: // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) diff --git a/backends/imgui_impl_android.h b/backends/imgui_impl_android.h index efe27dcb9568..3eaeca7253ae 100644 --- a/backends/imgui_impl_android.h +++ b/backends/imgui_impl_android.h @@ -4,10 +4,10 @@ // Implemented features: // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. -// Missing features: +// Missing features or Issues: // [ ] Platform: Clipboard support. // [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // Important: // - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 2638caf9cadb..15f0bb323f5d 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -341,21 +341,16 @@ static void ImGui_ImplDX10_CreateFontsTexture() // Store our identifier io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); +} - // Create texture sampler - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) +static void ImGui_ImplDX10_DestroyFontsTexture() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (bd->pFontTextureView) { - D3D10_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.MipLODBias = 0.f; - desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; - desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; - bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + bd->pFontTextureView->Release(); + bd->pFontTextureView = nullptr; + ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } } @@ -508,6 +503,22 @@ bool ImGui_ImplDX10_CreateDeviceObjects() bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + } + ImGui_ImplDX10_CreateFontsTexture(); return true; @@ -519,8 +530,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; + ImGui_ImplDX10_DestroyFontsTexture(); + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } @@ -582,7 +594,7 @@ void ImGui_ImplDX10_NewFrame() ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); - if (!bd->pFontSampler) + if (!bd->pVertexShader) ImGui_ImplDX10_CreateDeviceObjects(); } diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h index 667f296f17bd..29f339370f53 100644 --- a/backends/imgui_impl_dx10.h +++ b/backends/imgui_impl_dx10.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index 4316a9f1069b..a2c67ec43f9e 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -298,7 +298,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } - platform_io.Renderer_RenderState = NULL; + platform_io.Renderer_RenderState = nullptr; // Restore modified DX state device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h index c3b8379b14b7..69ae493586fb 100644 --- a/backends/imgui_impl_dx11.h +++ b/backends/imgui_impl_dx11.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index acf98858b55f..16dcf5392ffe 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. @@ -19,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat. // 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). // 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple. // 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools. @@ -72,6 +73,7 @@ struct ImGui_ImplDX12_Data ID3D12RootSignature* pRootSignature; ID3D12PipelineState* pPipelineState; DXGI_FORMAT RTVFormat; + DXGI_FORMAT DSVFormat; ID3D12DescriptorHeap* pd3dSrvDescHeap; UINT numFramesInFlight; @@ -311,7 +313,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } - platform_io.Renderer_RenderState = NULL; + platform_io.Renderer_RenderState = nullptr; } static void ImGui_ImplDX12_CreateFontsTexture() @@ -569,6 +571,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects() psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = bd->RTVFormat; + psoDesc.DSVFormat = bd->DSVFormat; psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; @@ -735,6 +738,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) bd->pd3dDevice = init_info->Device; bd->RTVFormat = init_info->RTVFormat; + bd->DSVFormat = init_info->DSVFormat; bd->numFramesInFlight = init_info->NumFramesInFlight; bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap; @@ -743,7 +747,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (init_info->SrvDescriptorAllocFn == NULL) + if (init_info->SrvDescriptorAllocFn == nullptr) { // Wrap legacy behavior of passing space for a single descriptor IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0); @@ -765,7 +769,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) #endif // Allocate 1 SRV descriptor for the font texture - IM_ASSERT(init_info->SrvDescriptorAllocFn != NULL && init_info->SrvDescriptorFreeFn != NULL); + IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle); // Create buffers with a default size (they will later be grown as needed) diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h index 34938fb56347..644c022fffbd 100644 --- a/backends/imgui_impl_dx12.h +++ b/backends/imgui_impl_dx12.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. @@ -29,7 +29,8 @@ struct ImGui_ImplDX12_InitInfo ID3D12Device* Device; ID3D12CommandQueue* CommandQueue; int NumFramesInFlight; - DXGI_FORMAT RTVFormat; + DXGI_FORMAT RTVFormat; // RenderTarget format. + DXGI_FORMAT DSVFormat; // DepthStencilView format. void* UserData; // Allocating SRV descriptors for textures is up to the application, so we provide callbacks. diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index c97d3c740ef9..2cc8681a6d06 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -3,7 +3,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_dx9.h b/backends/imgui_impl_dx9.h index df6a0a012479..b693054d9b6b 100644 --- a/backends/imgui_impl_dx9.h +++ b/backends/imgui_impl_dx9.h @@ -3,7 +3,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index afa2185a3b67..01a6a5566397 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -8,7 +8,7 @@ // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -595,8 +595,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw bd->Time = 0.0; ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); }; - platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); }; + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); }; #ifdef __EMSCRIPTEN__ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; #endif diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index 5d8940a0c98e..53a22415d87c 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -7,7 +7,7 @@ // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_glut.cpp b/backends/imgui_impl_glut.cpp index 6bb9eae7eeea..ef7f17922ec5 100644 --- a/backends/imgui_impl_glut.cpp +++ b/backends/imgui_impl_glut.cpp @@ -7,7 +7,7 @@ // Implemented features: // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5] -// Issues: +// Missing features or Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing mouse cursor shape/visibility support. diff --git a/backends/imgui_impl_glut.h b/backends/imgui_impl_glut.h index feeca8b3fcd0..20e77dbceb70 100644 --- a/backends/imgui_impl_glut.h +++ b/backends/imgui_impl_glut.h @@ -7,7 +7,7 @@ // Implemented features: // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5] -// Issues: +// Missing features or Issues: // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing mouse cursor shape/visibility support. diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h index 2402c02c62c8..351c2eff735c 100644 --- a/backends/imgui_impl_metal.h +++ b/backends/imgui_impl_metal.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_metal.mm b/backends/imgui_impl_metal.mm index 12dc3d50f52c..5680dea9d40c 100644 --- a/backends/imgui_impl_metal.mm +++ b/backends/imgui_impl_metal.mm @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp index 789d74afb2b6..767731fb39ea 100644 --- a/backends/imgui_impl_opengl2.cpp +++ b/backends/imgui_impl_opengl2.cpp @@ -3,6 +3,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_opengl2.h b/backends/imgui_impl_opengl2.h index e7f7a58c1f0e..5832a176599f 100644 --- a/backends/imgui_impl_opengl2.h +++ b/backends/imgui_impl_opengl2.h @@ -3,6 +3,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 57c699421d19..b47ac9ab1c97 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -5,7 +5,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] // About WebGL/ES: // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. @@ -297,13 +297,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) io.BackendRendererName = "imgui_impl_opengl3"; // Query for GL version (e.g. 320 for GL 3.2) + const char* gl_version_str = (const char*)glGetString(GL_VERSION); #if defined(IMGUI_IMPL_OPENGL_ES2) // GLES 2 bd->GlVersion = 200; bd->GlProfileIsES2 = true; #else // Desktop or GLES 3 - const char* gl_version_str = (const char*)glGetString(GL_VERSION); GLint major = 0; GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); @@ -336,7 +336,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) #endif #ifdef IMGUI_IMPL_OPENGL_DEBUG - printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] + printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h index 54545f957b91..5de51cfddaf9 100644 --- a/backends/imgui_impl_opengl3.h +++ b/backends/imgui_impl_opengl3.h @@ -5,7 +5,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] // About WebGL/ES: // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. diff --git a/backends/imgui_impl_osx.h b/backends/imgui_impl_osx.h index 4caab8ff5f73..2e7eabb2b415 100644 --- a/backends/imgui_impl_osx.h +++ b/backends/imgui_impl_osx.h @@ -4,11 +4,11 @@ // - Requires linking with the GameController framework ("-framework GameController"). // Implemented features: -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend). // [X] Platform: Mouse support. Can discriminate Mouse/Pen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5] -// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: IME support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index c99ba1f06cab..c2a5f6378a45 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -4,11 +4,11 @@ // - Requires linking with the GameController framework ("-framework GameController"). // Implemented features: -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend). // [X] Platform: Mouse support. Can discriminate Mouse/Pen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5] -// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: IME support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 14022159f8c4..e937b5496654 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -8,7 +8,7 @@ // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -324,7 +324,7 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); - return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL; + return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr; } // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. @@ -342,7 +342,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { case SDL_MOUSEMOTION: { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL) + if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr) return false; ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); @@ -351,7 +351,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_MOUSEWHEEL: { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL) + if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr) return false; //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! @@ -371,7 +371,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL) + if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr) return false; int mouse_button = -1; if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } @@ -388,7 +388,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_TEXTINPUT: { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL) + if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr) return false; io.AddInputCharactersUTF8(event->text.text); return true; @@ -396,7 +396,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) case SDL_KEYDOWN: case SDL_KEYUP: { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL) + if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr) return false; ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); @@ -406,7 +406,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_WINDOWEVENT: { - if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL) + if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr) return false; // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. // - However we won't get a correct LEAVE event for a captured window. diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h index 8ccc6fdc7c62..3c477569777c 100644 --- a/backends/imgui_impl_sdl2.h +++ b/backends/imgui_impl_sdl2.h @@ -7,7 +7,7 @@ // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -41,6 +41,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. // When using manual mode, caller is responsible for opening/closing gamepad. enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; -IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1); +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index 3cd56a756a6a..a167c74cd617 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -9,7 +9,8 @@ // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: IME support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -128,7 +129,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) if (bd->ClipboardTextData) SDL_free(bd->ClipboardTextData); const char* sdl_clipboard_text = SDL_GetClipboardText(); - bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL; + bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr; return bd->ClipboardTextData; } @@ -142,7 +143,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; SDL_Window* window = SDL_GetWindowFromID(window_id); - if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL) + if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr) { SDL_StopTextInput(bd->ImeWindow); bd->ImeWindow = nullptr; @@ -308,7 +309,7 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id) { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); - return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL; + return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr; } // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. @@ -326,7 +327,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) { case SDL_EVENT_MOUSE_MOTION: { - if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL) + if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr) return false; ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); @@ -335,7 +336,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) } case SDL_EVENT_MOUSE_WHEEL: { - if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL) + if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr) return false; //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); float wheel_x = -event->wheel.x; @@ -347,7 +348,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_UP: { - if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL) + if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr) return false; int mouse_button = -1; if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } @@ -364,7 +365,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) } case SDL_EVENT_TEXT_INPUT: { - if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL) + if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr) return false; io.AddInputCharactersUTF8(event->text.text); return true; @@ -372,7 +373,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_UP: { - if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL) + if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr) return false; //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod); ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); @@ -383,7 +384,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) } case SDL_EVENT_WINDOW_MOUSE_ENTER: { - if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) return false; bd->MouseWindowID = event->window.windowID; bd->MousePendingLeaveFrame = 0; @@ -395,7 +396,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) // FIXME: Unconfirmed whether this is still needed with SDL3. case SDL_EVENT_WINDOW_MOUSE_LEAVE: { - if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) return false; bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; return true; @@ -403,7 +404,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_WINDOW_FOCUS_GAINED: case SDL_EVENT_WINDOW_FOCUS_LOST: { - if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) return false; io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); return true; diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h index c4a5a1230e3c..0d906a65cd32 100644 --- a/backends/imgui_impl_sdl3.h +++ b/backends/imgui_impl_sdl3.h @@ -9,7 +9,8 @@ // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: IME support. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -42,6 +43,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. // When using manual mode, caller is responsible for opening/closing gamepad. enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; -IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1); +IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp index 27c9522697a6..6d0ee564f1b3 100644 --- a/backends/imgui_impl_sdlrenderer2.cpp +++ b/backends/imgui_impl_sdlrenderer2.cpp @@ -9,7 +9,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -208,7 +208,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* } } } - platform_io.Renderer_RenderState = NULL; + platform_io.Renderer_RenderState = nullptr; // Restore modified SDL_Renderer state SDL_RenderSetViewport(renderer, &old.Viewport); diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h index 804ca183d14a..7aed18d21809 100644 --- a/backends/imgui_impl_sdlrenderer2.h +++ b/backends/imgui_impl_sdlrenderer2.h @@ -9,7 +9,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp index 5dabea199647..1bcf7a228b0a 100644 --- a/backends/imgui_impl_sdlrenderer3.cpp +++ b/backends/imgui_impl_sdlrenderer3.cpp @@ -11,7 +11,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -227,7 +227,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* } } } - platform_io.Renderer_RenderState = NULL; + platform_io.Renderer_RenderState = nullptr; // Restore modified SDL_Renderer state SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr); diff --git a/backends/imgui_impl_sdlrenderer3.h b/backends/imgui_impl_sdlrenderer3.h index 7d4c609e8b25..3a7a51ee545e 100644 --- a/backends/imgui_impl_sdlrenderer3.h +++ b/backends/imgui_impl_sdlrenderer3.h @@ -11,7 +11,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index 69f4937629cb..b419703048e0 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -2,8 +2,8 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. @@ -611,7 +611,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } - platform_io.Renderer_RenderState = NULL; + platform_io.Renderer_RenderState = nullptr; // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. // Our last values will leak into user/application rendering IF: @@ -969,7 +969,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC if (bd->VulkanInitInfo.UseDynamicRendering) { IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); - IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL"); + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be nullptr"); info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo; info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. } diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index 8d9e19f9a7ee..37f700b62160 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -2,8 +2,8 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index 075f74734a1f..2f34c0e0b345 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -4,7 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -518,7 +518,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } - platform_io.Renderer_RenderState = NULL; + platform_io.Renderer_RenderState = nullptr; } static void ImGui_ImplWGPU_CreateFontsTexture() diff --git a/backends/imgui_impl_wgpu.h b/backends/imgui_impl_wgpu.h index f9fb037764f6..7efb02afe109 100644 --- a/backends/imgui_impl_wgpu.h +++ b/backends/imgui_impl_wgpu.h @@ -11,7 +11,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 687bc5a18d61..f1cf6eccc52b 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -6,7 +6,7 @@ // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -588,7 +588,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA { // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). // We silently allow both context or just only backend data to be nullptr. - if (ImGui::GetCurrentContext() == NULL) + if (ImGui::GetCurrentContext() == nullptr) return 0; return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); } @@ -597,7 +597,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) { ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); - if (bd == NULL) + if (bd == nullptr) return 0; switch (msg) { diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h index 0dfd56a801be..083fe385f6fa 100644 --- a/backends/imgui_impl_win32.h +++ b/backends/imgui_impl_win32.h @@ -6,7 +6,7 @@ // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6650debf0238..2d04ee093390 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,7 +36,7 @@ HOW TO UPDATE? - Please report any issue! ----------------------------------------------------------------------- - VERSION 1.91.6 WIP (In Progress) + VERSION 1.91.6 (Released 2024-12-11) ----------------------------------------------------------------------- Breaking changes: @@ -48,23 +48,37 @@ Breaking changes: - We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple. - Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). -- Misc: changed CRC32 table to use CRC32c polynomial in order to be compatible - with the result of SSE 4.2 instructions. As a result, old .ini data may be - partially lost. (#8169, #4933) [@Teselka] +- Misc: changed CRC32 table from CRC32-adler to CRC32c polynomial in order to + be compatible with the result of SSE 4.2 instructions. (#8169, #4933) [@Teselka] + - As a result, some .ini data may be partially lost when storing checksums + (docking and tables information particularly). + - Because some users have crafted and storing .ini data as a way to workaround + limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' + compile-time option to keep using old CRC32 tables if you cannot afford invalidating + old .ini data. Other changes: -- Error Handling: fixed cases where recoverable error handling would crash when +- Error Handling: fixed cases where recoverable error handling would crash when processing errors outside of the NewFrame()..EndFrame() scope. (#1651) +- Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during + the first frame or when scrolling flags have changed. (#8196) +- InputText: added ImGuiInputTextFlags_ElideLeft to elide left side and ensure right side + of contents is visible when whole text is not fitting (useful for paths/filenames). + (#1442, #1440, #4391, #7208, #8216) [@kucoman, @ocornut] +- InputText: reactivating last activated InputText() doesn't restore horizontal scrolling + (which was disabled during deactivation anyway). - Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). - Misc: added IMGUI_DISABLE_DEFAULT_FONT to strip embedded font from binary. (#8161) [@demonese] -- Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. - Demo: example tree used by Property Editor & Selection demos properly freed on application closure. (#8158) [@Legulysse] - Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted for surface area used to determine best-guess texture size. (#8107) [@YarikTH, @ocornut] - Misc: use SSE 4.2 crc32 instructions when available. (#8169, #4933) [@Teselka] +- Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. +- Backends: DirectX12: Let user specifies the DepthStencilView format by setting + ImGui_ImplDX12_InitInfo::DSVFormat. (#8217) [@bmarques1995] - Backends: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize then the backend will create and manage one itself. (#8172, #4867) [@zeux] diff --git a/docs/README.md b/docs/README.md index c47f03b9bc5c..388d8eac63af 100644 --- a/docs/README.md +++ b/docs/README.md @@ -110,7 +110,7 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png). You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries). +- [imgui-demo-binaries-20241211.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20241211.zip) (Windows, 1.91.6, built 2024/11/11, master) or [older binaries](https://www.dearimgui.com/binaries). The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)). diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index 3afe251e3750..e5f29d40578d 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -43,11 +43,17 @@ int main(int, char**) // Decide GL+GLSL versions #if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 + // GL ES 2.0 + GLSL 100 (WebGL 1.0) const char* glsl_version = "#version 100"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); +#elif defined(IMGUI_IMPL_OPENGL_ES3) + // GL ES 3.0 + GLSL 300 es (WebGL 2.0) + const char* glsl_version = "#version 300 es"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); #elif defined(__APPLE__) // GL 3.2 + GLSL 150 const char* glsl_version = "#version 150"; diff --git a/examples/example_sdl2_opengl3/main.cpp b/examples/example_sdl2_opengl3/main.cpp index 2a4d7b9e7d9a..cb0ade097ac3 100644 --- a/examples/example_sdl2_opengl3/main.cpp +++ b/examples/example_sdl2_opengl3/main.cpp @@ -35,12 +35,19 @@ int main(int, char**) // Decide GL+GLSL versions #if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 + // GL ES 2.0 + GLSL 100 (WebGL 1.0) const char* glsl_version = "#version 100"; SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(IMGUI_IMPL_OPENGL_ES3) + // GL ES 3.0 + GLSL 300 es (WebGL 2.0) + const char* glsl_version = "#version 300 es"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #elif defined(__APPLE__) // GL 3.2 Core + GLSL 150 const char* glsl_version = "#version 150"; @@ -75,6 +82,12 @@ int main(int, char**) } SDL_GLContext gl_context = SDL_GL_CreateContext(window); + if (gl_context == nullptr) + { + printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError()); + return -1; + } + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync diff --git a/examples/example_sdl3_opengl3/main.cpp b/examples/example_sdl3_opengl3/main.cpp index e7f239f4769b..5520a7da9293 100644 --- a/examples/example_sdl3_opengl3/main.cpp +++ b/examples/example_sdl3_opengl3/main.cpp @@ -35,12 +35,19 @@ int main(int, char**) // Decide GL+GLSL versions #if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 + // GL ES 2.0 + GLSL 100 (WebGL 1.0) const char* glsl_version = "#version 100"; SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(IMGUI_IMPL_OPENGL_ES3) + // GL ES 3.0 + GLSL 300 es (WebGL 2.0) + const char* glsl_version = "#version 300 es"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #elif defined(__APPLE__) // GL 3.2 Core + GLSL 150 const char* glsl_version = "#version 150"; @@ -70,6 +77,12 @@ int main(int, char**) } SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); SDL_GLContext gl_context = SDL_GL_CreateContext(window); + if (gl_context == nullptr) + { + printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError()); + return -1; + } + SDL_GL_MakeCurrent(window, gl_context); SDL_GL_SetSwapInterval(1); // Enable vsync SDL_ShowWindow(window); diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 257410e2cb2e..392ba18aab14 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -58,7 +58,7 @@ struct ExampleDescriptorHeapAllocator } void Destroy() { - Heap = NULL; + Heap = nullptr; FreeIndices.clear(); } void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle) @@ -146,6 +146,7 @@ int main(int, char**) init_info.CommandQueue = g_pd3dCommandQueue; init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT; init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM; + init_info.DSVFormat = DXGI_FORMAT_UNKNOWN; // Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks. // (current version of the backend will only allocate one descriptor, future versions will need to allocate more) init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap; diff --git a/imconfig.h b/imconfig.h index 3504a4e4d369..8f8bc3b9a9bb 100644 --- a/imconfig.h +++ b/imconfig.h @@ -59,9 +59,12 @@ //#define IMGUI_INCLUDE_IMGUI_USER_H //#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" -//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support. //#define IMGUI_USE_BGRA_PACKED_COLOR +//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate. +//#define IMGUI_USE_LEGACY_CRC32_ADLER + //---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 diff --git a/imgui.cpp b/imgui.cpp index 5f6c859007c5..26e56b80407e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.6 WIP +// dear imgui, v1.91.6 // (main code and documentation) // Help: @@ -429,7 +429,9 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2024/11/27 (1.91.6) - changed CRC32 table to use CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. As a result, old .ini data may be partially lost. + - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. + As a result, old .ini data may be partially lost (docking and tables information particularly). + Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data. - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before) - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022). @@ -2150,13 +2152,32 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, } } -#ifndef IMGUI_ENABLE_SSE4_2 +#ifndef IMGUI_ENABLE_SSE4_2_CRC // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. -// On 2024/11/27 this was changed from crc32-adler to crc32c (polynomial 0x1EDC6F41), which invalidated some hashes stored in .ini files. static const ImU32 GCrc32LookupTable[256] = { +#ifdef IMGUI_USE_LEGACY_CRC32_ADLER + // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data. + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +#else + // CRC32c table compatible with SSE 4.2 instructions 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24, 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B, 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA, @@ -2173,6 +2194,7 @@ static const ImU32 GCrc32LookupTable[256] = 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F, 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E, 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351 +#endif }; #endif @@ -2184,7 +2206,7 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; const unsigned char *data_end = (const unsigned char*)data_p + data_size; -#ifndef IMGUI_ENABLE_SSE4_2 +#ifndef IMGUI_ENABLE_SSE4_2_CRC const ImU32* crc32_lut = GCrc32LookupTable; while (data < data_end) crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; @@ -2212,7 +2234,7 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) seed = ~seed; ImU32 crc = seed; const unsigned char* data = (const unsigned char*)data_p; -#ifndef IMGUI_ENABLE_SSE4_2 +#ifndef IMGUI_ENABLE_SSE4_2_CRC const ImU32* crc32_lut = GCrc32LookupTable; #endif if (data_size != 0) @@ -2222,7 +2244,7 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) unsigned char c = *data++; if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') crc = seed; -#ifndef IMGUI_ENABLE_SSE4_2 +#ifndef IMGUI_ENABLE_SSE4_2_CRC crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; #else crc = _mm_crc32_u8(crc, c); @@ -2235,7 +2257,7 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) { if (c == '#' && data[0] == '#' && data[1] == '#') crc = seed; -#ifndef IMGUI_ENABLE_SSE4_2 +#ifndef IMGUI_ENABLE_SSE4_2_CRC crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; #else crc = _mm_crc32_u8(crc, c); @@ -4726,15 +4748,15 @@ void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr } if (size != (size_t)-1) { + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr); entry->AllocCount++; info->TotalAllocCount++; - //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr); } else { + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); entry->FreeCount++; info->TotalFreeCount++; - //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); } } diff --git a/imgui.h b/imgui.h index 423e2a8bae82..64be995cb21a 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.91.6 WIP +// dear imgui, v1.91.6 // (headers) // Help: @@ -28,8 +28,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.91.6 WIP" -#define IMGUI_VERSION_NUM 19152 +#define IMGUI_VERSION "1.91.6" +#define IMGUI_VERSION_NUM 19160 #define IMGUI_HAS_TABLE /* @@ -1171,13 +1171,16 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + // Elide display / Alignment + ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only! + // Callback features - ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling) - ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling) - ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer. - ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. - ImGuiInputTextFlags_CallbackResize = 1 << 21, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // Obsolete names //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior @@ -2715,7 +2718,8 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers macros to generate 32-bit encoded colors -// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9. #ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 @@ -3425,24 +3429,24 @@ struct ImFontAtlas // ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). struct ImFont { - // Members: Hot ~20/24 bytes (for CalcTextSize) + // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) - // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) + // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. ImVector Glyphs; // 12-16 // out // // All glyphs. const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) - // Members: Cold ~32/40 bytes + // [Internal] Members: Cold ~32/40 bytes // Conceptually ConfigData[] is the list of font sources merged to create this font. ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. - ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering. short EllipsisCharCount; // 1 // out // 1 or 3 + ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering. + ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found. float EllipsisWidth; // 4 // out // Width float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 bool DirtyLookupTables; // 1 // out // diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c822c162e567..a9f9d832ba11 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.6 WIP +// dear imgui, v1.91.6 // (demo code) // Help: @@ -1830,6 +1830,16 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment"); + if (ImGui::TreeNode("Eliding, Alignment")) + { + static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp"; + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft; + ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft); + ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous"); if (ImGui::TreeNode("Miscellaneous")) { @@ -10175,7 +10185,7 @@ struct ExampleAssetsBrowser } ImGuiIO& io = ImGui::GetIO(); - ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.x + LayoutItemSpacing))); + ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing))); if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) { ImDrawList* draw_list = ImGui::GetWindowDrawList(); @@ -10387,6 +10397,8 @@ void ImGui::ShowAboutWindow(bool*) {} void ImGui::ShowDemoWindow(bool*) {} void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} +bool ImGui::ShowStyleSelector(const char* label) { return false; } +void ImGui::ShowFontSelector(const char* label) {} #endif diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 631472a71dd6..9ae0162e42ff 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.6 WIP +// dear imgui, v1.91.6 // (drawing and font code) /* @@ -396,7 +396,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) { - memset(this, 0, sizeof(*this)); + memset(this, 0, sizeof(*this)); _Data = shared_data; } diff --git a/imgui_internal.h b/imgui_internal.h index fd8a185a597d..45715cc31c1e 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.91.6 WIP +// dear imgui, v1.91.6 // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. @@ -66,6 +66,10 @@ Index of this file: #include #endif #endif +// Emscripten has partial SSE 4.2 support where _mm_crc32_u32 is not available. See https://emscripten.org/docs/porting/simd.html#id11 and #8213 +#if defined(IMGUI_ENABLE_SSE4_2) && !defined(IMGUI_USE_LEGACY_CRC32_ADLER) && !defined(__EMSCRIPTEN__) +#define IMGUI_ENABLE_SSE4_2_CRC +#endif // Visual Studio warnings #ifdef _MSC_VER @@ -774,11 +778,9 @@ struct IMGUI_API ImDrawListSharedData float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + ImVector TempBuffer; // Temporary write buffer - // [Internal] Temp write buffer - ImVector TempBuffer; - - // [Internal] Lookup tables + // Lookup tables ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) @@ -3388,7 +3390,7 @@ namespace ImGui IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); @@ -3398,7 +3400,7 @@ namespace ImGui IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); IMGUI_API void Scrollbar(ImGuiAxis axis); - IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 5254f7858743..f4e76225a828 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.6 WIP +// dear imgui, v1.91.6 // (tables and columns code) /* @@ -410,7 +410,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // Reset scroll if we are reactivating it if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) - SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); // Create scrolling region (without border and zero window padding) ImGuiWindowFlags child_window_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index f9939cec430f..3fc500ab83f9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.6 WIP +// dear imgui, v1.91.6 // (widgets code) /* @@ -950,7 +950,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags flags) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -1041,7 +1041,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // Render const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); - window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags); ImRect grab_rect; if (axis == ImGuiAxis_X) grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); @@ -1073,7 +1073,7 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const I window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); } -bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -1095,7 +1095,7 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& imag RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); if (bg_col.w > 0.0f) window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); - window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); return pressed; } @@ -1114,7 +1114,7 @@ bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const I #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy API obsoleted in 1.89. Two differences with new ImageButton() -// - old ImageButton() used ImTextureId as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) +// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID) // - new ImageButton() requires an explicit 'const char* str_id' // - old ImageButton() had frame_padding' override argument. // - new ImageButton() always use style.FramePadding. @@ -4403,6 +4403,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(buf != NULL && buf_size >= 0); IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; @@ -4538,6 +4539,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->TextLen = (int)strlen(buf); memcpy(state->TextA.Data, buf, state->TextLen + 1); + // Find initial scroll position for right alignment + state->Scroll = ImVec2(0.0f, 0.0f); + if (flags & ImGuiInputTextFlags_ElideLeft) + state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f); + if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position @@ -4546,7 +4552,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else { - state->Scroll = ImVec2(0.0f, 0.0f); stb_textedit_initialize_state(state->Stb, !is_multiline); } @@ -5287,8 +5292,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { + // Find render position for right alignment + if (flags & ImGuiInputTextFlags_ElideLeft) + draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x); + + const ImVec2 draw_scroll = /*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive? ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } } diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 1bd3be65ad7a..aeab6dfa0689 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -10,7 +10,7 @@ // 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics. // 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591) // 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly. -// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. +// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns nullptr. // 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. // 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format. // 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).