From e816bc67238bd1bac8d188c41c04c9f5714433dd Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 7 Feb 2023 12:24:42 +0100 Subject: [PATCH] Merge misc changes from docking branch to reduce small drift. In particular: - imgui.cpp : move UpdateInputEvents() higher in NewFrame() to match docking + update RenderMouseCursor() to match. - imgui_draw.cpp: ImDrawList::_ResetForNewFrame() change from c807192ab - Backends: SDL2. Add MouseWindowID + change SDL_CaptureMouse() test to match docking branch. Not strictly necessary but aimed at reducing drift because we go on and fork this file. + moved responsability of checking valid names to TabBarGetTabName() to simplify both branches. --- backends/imgui_impl_allegro5.cpp | 2 +- backends/imgui_impl_dx10.cpp | 6 +-- backends/imgui_impl_dx10.h | 4 +- backends/imgui_impl_dx11.cpp | 4 +- backends/imgui_impl_dx11.h | 2 +- backends/imgui_impl_dx12.cpp | 58 ++++++++++---------- backends/imgui_impl_dx12.h | 2 +- backends/imgui_impl_dx9.cpp | 4 +- backends/imgui_impl_dx9.h | 2 +- backends/imgui_impl_glfw.cpp | 82 +++++++++++++++++------------ backends/imgui_impl_metal.h | 2 +- backends/imgui_impl_metal.mm | 16 +++--- backends/imgui_impl_opengl3.cpp | 2 +- backends/imgui_impl_opengl3.h | 2 +- backends/imgui_impl_osx.h | 2 +- backends/imgui_impl_osx.mm | 32 ++++++----- backends/imgui_impl_sdl2.cpp | 25 ++++++--- backends/imgui_impl_sdlrenderer.cpp | 3 +- backends/imgui_impl_sdlrenderer.h | 2 +- backends/imgui_impl_vulkan.cpp | 4 +- backends/imgui_impl_vulkan.h | 6 +-- backends/imgui_impl_wgpu.cpp | 4 +- backends/imgui_impl_wgpu.h | 2 +- backends/imgui_impl_win32.cpp | 8 ++- imgui.cpp | 55 ++++++++++--------- imgui_draw.cpp | 2 + imgui_internal.h | 4 +- imgui_widgets.cpp | 12 +++-- 28 files changed, 194 insertions(+), 155 deletions(-) diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index bf7f141e6..b7e77687c 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -275,7 +275,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects() ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); if (bd->Texture) { - io.Fonts->SetTexID(nullptr); + io.Fonts->SetTexID(0); al_destroy_bitmap(bd->Texture); bd->Texture = nullptr; } diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 9118929ee..e07435929 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -2,8 +2,8 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [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. // 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. @@ -515,7 +515,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() return; if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + 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; } diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h index 31e62aca2..fde520c9b 100644 --- a/backends/imgui_impl_dx10.h +++ b/backends/imgui_impl_dx10.h @@ -2,8 +2,8 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [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. // 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 40394e0f5..43fe8144d 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: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // 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. @@ -527,7 +527,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() return; if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } - if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->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; } diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h index a83bce1b3..f12d71862 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: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // 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_dx12.cpp b/backends/imgui_impl_dx12.cpp index 51b0d815c..2e390d20c 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: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. @@ -50,34 +50,23 @@ #endif // DirectX data -struct ImGui_ImplDX12_RenderBuffers -{ - ID3D12Resource* IndexBuffer; - ID3D12Resource* VertexBuffer; - int IndexBufferSize; - int VertexBufferSize; -}; - +struct ImGui_ImplDX12_RenderBuffers; struct ImGui_ImplDX12_Data { - ID3D12Device* pd3dDevice; - ID3D12RootSignature* pRootSignature; - ID3D12PipelineState* pPipelineState; - DXGI_FORMAT RTVFormat; - ID3D12Resource* pFontTextureResource; - D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; - D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + DXGI_FORMAT RTVFormat; + ID3D12Resource* pFontTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + ID3D12DescriptorHeap* pd3dSrvDescHeap; + UINT numFramesInFlight; - ImGui_ImplDX12_RenderBuffers* pFrameResources; - UINT numFramesInFlight; - UINT frameIndex; + ImGui_ImplDX12_RenderBuffers* pFrameResources; + UINT frameIndex; - ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } -}; - -struct VERTEX_CONSTANT_BUFFER_DX12 -{ - float mvp[4][4]; + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts @@ -87,6 +76,20 @@ static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +// Buffers used during the rendering of a frame +struct ImGui_ImplDX12_RenderBuffers +{ + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; +}; + +struct VERTEX_CONSTANT_BUFFER_DX12 +{ + float mvp[4][4]; +}; + // Functions static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) { @@ -676,8 +679,8 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); if (!bd || !bd->pd3dDevice) return; - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(); SafeRelease(bd->pRootSignature); SafeRelease(bd->pPipelineState); SafeRelease(bd->pFontTextureResource); @@ -709,8 +712,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; bd->numFramesInFlight = num_frames_in_flight; + bd->pd3dSrvDescHeap = cbv_srv_heap; bd->frameIndex = UINT_MAX; - IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports) // Create buffers with a default size (they will later be grown as needed) for (int i = 0; i < num_frames_in_flight; i++) @@ -731,6 +734,7 @@ void ImGui_ImplDX12_Shutdown() IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); + // Clean up windows and device objects ImGui_ImplDX12_InvalidateDeviceObjects(); delete[] bd->pFrameResources; io.BackendRendererName = nullptr; diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h index 6548f6f56..ea6d33b9f 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: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // See imgui_impl_dx12.cpp file for details. diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index 89de0e621..61e9d6ed0 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // 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. @@ -366,7 +366,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() return; if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } - if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } void ImGui_ImplDX9_NewFrame() diff --git a/backends/imgui_impl_dx9.h b/backends/imgui_impl_dx9.h index 6dc805b90..32e89ec99 100644 --- a/backends/imgui_impl_dx9.h +++ b/backends/imgui_impl_dx9.h @@ -3,7 +3,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // 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 c39afa388..41d3a6118 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -1,7 +1,7 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. @@ -70,10 +70,15 @@ // GLFW #include + #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32 -#include // for glfwGetWin32Window +#include // for glfwGetWin32Window() +#endif +#ifdef __APPLE__ +#define GLFW_EXPOSE_NATIVE_COCOA +#include // for glfwGetCocoaWindow() #endif #ifdef __EMSCRIPTEN__ @@ -509,11 +514,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.ClipboardUserData = bd->Window; - // Set platform dependent data in viewport -#if defined(_WIN32) - ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window); -#endif - // Create mouse cursors // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. @@ -543,7 +543,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. if (install_callbacks) ImGui_ImplGlfw_InstallCallbacks(window); - // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. // FIXME: May break chaining in case user registered their own Emscripten callback? @@ -551,6 +550,14 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, false, ImGui_ImplEmscripten_WheelCallback); #endif + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); +#endif + bd->ClientApi = client_api; return true; } @@ -598,24 +605,29 @@ static void ImGui_ImplGlfw_UpdateMouseData() return; } -#ifdef __EMSCRIPTEN__ - const bool is_app_focused = true; -#else - const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; -#endif - if (is_app_focused) + // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) { - // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - if (io.WantSetMousePos) - glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y); + GLFWwindow* window = bd->Window; - // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) - if (is_app_focused && bd->MouseWindow == nullptr) +#ifdef __EMSCRIPTEN__ + const bool is_window_focused = true; +#else + const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; +#endif + if (is_window_focused) { - double mouse_x, mouse_y; - glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y); - io.AddMousePosEvent((float)mouse_x, (float)mouse_y); - bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (bd->MouseWindow == nullptr) + { + double mouse_x, mouse_y; + glfwGetCursorPos(window, &mouse_x, &mouse_y); + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } } } } @@ -628,17 +640,21 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() return; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); - } - else - { - // Show OS mouse cursor - // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. - glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); - glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + GLFWwindow* window = bd->Window; + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } } } diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h index 495844432..da9e9ef97 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: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // 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 3f8c77607..5f0588573 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: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // 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. @@ -70,16 +70,16 @@ struct ImGui_ImplMetal_Data { - MetalContext* SharedMetalContext; + MetalContext* SharedMetalContext; - ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } + ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } }; -static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); } -static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } -static void ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); } +static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); } +static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } -static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast(static_cast(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } #ifdef IMGUI_IMPL_METAL_CPP @@ -297,7 +297,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c { dispatch_async(dispatch_get_main_queue(), ^{ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - if (bd != NULL) + if (bd != nullptr) { @synchronized(bd->SharedMetalContext.bufferCache) { diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 0b6fcfe4f..e12294fe8 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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. +// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // 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.h b/backends/imgui_impl_opengl3.h index 5baf5abd6..3a95f0525 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: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. +// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // 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_osx.h b/backends/imgui_impl_osx.h index fd8755b66..da08c4cf6 100644 --- a/backends/imgui_impl_osx.h +++ b/backends/imgui_impl_osx.h @@ -9,7 +9,7 @@ // [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: 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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index 6b34b39a8..edb376ce4 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -66,22 +66,22 @@ // Data struct ImGui_ImplOSX_Data { - CFTimeInterval Time; - NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; - bool MouseCursorHidden; - ImGuiObserver* Observer; - KeyEventResponder* KeyEventResponder; - NSTextInputContext* InputContext; - id Monitor; + CFTimeInterval Time; + NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseCursorHidden; + ImGuiObserver* Observer; + KeyEventResponder* KeyEventResponder; + NSTextInputContext* InputContext; + id Monitor; - ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } + ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } }; -static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); } -static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } -static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } +static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); } +static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } +static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } -static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast(static_cast(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } // Forward Declarations static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); @@ -391,8 +391,6 @@ bool ImGui_ImplOSX_Init(NSView* view) // Setup backend capabilities flags io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) - //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) - //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) io.BackendPlatformName = "imgui_impl_osx"; bd->Observer = [ImGuiObserver new]; @@ -476,11 +474,11 @@ bool ImGui_ImplOSX_Init(NSView* view) void ImGui_ImplOSX_Shutdown() { ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); - bd->Observer = NULL; - if (bd->Monitor != NULL) + bd->Observer = nullptr; + if (bd->Monitor != nullptr) { [NSEvent removeMonitor:bd->Monitor]; - bd->Monitor = NULL; + bd->Monitor = nullptr; } ImGui_ImplOSX_DestroyBackendData(); } diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 9055b55d8..cff755bca 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -91,6 +91,7 @@ struct ImGui_ImplSDL2_Data SDL_Window* Window; SDL_Renderer* Renderer; Uint64 Time; + Uint32 MouseWindowID; int MouseButtonsDown; SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; SDL_Cursor* LastMouseCursor; @@ -261,7 +262,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { case SDL_MOUSEMOTION: { - io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y); + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); return true; } case SDL_MOUSEWHEEL: @@ -318,7 +320,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. Uint8 window_event = event->window.event; if (window_event == SDL_WINDOWEVENT_ENTER) + { + bd->MouseWindowID = event->window.windowID; bd->PendingMouseLeaveFrame = 0; + } if (window_event == SDL_WINDOWEVENT_LEAVE) bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) @@ -374,14 +379,19 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); // Set platform dependent data in viewport -#if defined(SDL_VIDEO_DRIVER_WINDOWS) + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandleRaw = nullptr; SDL_SysWMinfo info; SDL_VERSION(&info.version); if (SDL_GetWindowWMInfo(window, &info)) - ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window; -#else - (void)window; + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + main_viewport->PlatformHandleRaw = (void*)info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; #endif + } // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. @@ -457,7 +467,7 @@ static void ImGui_ImplSDL2_UpdateMouseData() // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside - SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE); + SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); SDL_Window* focused_window = SDL_GetKeyboardFocus(); const bool is_app_focused = (bd->Window == focused_window); #else @@ -580,8 +590,9 @@ void ImGui_ImplSDL2_NewFrame() if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) { - io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + bd->MouseWindowID = 0; bd->PendingMouseLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } ImGui_ImplSDL2_UpdateMouseData(); diff --git a/backends/imgui_impl_sdlrenderer.cpp b/backends/imgui_impl_sdlrenderer.cpp index 87381f27d..b786ebd28 100644 --- a/backends/imgui_impl_sdlrenderer.cpp +++ b/backends/imgui_impl_sdlrenderer.cpp @@ -10,8 +10,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. -// Missing features: +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. diff --git a/backends/imgui_impl_sdlrenderer.h b/backends/imgui_impl_sdlrenderer.h index 51a1c45f9..de1eff653 100644 --- a/backends/imgui_impl_sdlrenderer.h +++ b/backends/imgui_impl_sdlrenderer.h @@ -10,7 +10,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. #pragma once #include "imgui.h" // IMGUI_IMPL_API diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index cd35fd9a0..bfc488c26 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: -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [!] 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. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. @@ -117,7 +117,7 @@ struct ImGui_ImplVulkan_Data VkDeviceMemory UploadBufferMemory; VkBuffer UploadBuffer; - // Render buffers + // Render buffers for main window ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; ImGui_ImplVulkan_Data() diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index 99fd0082f..64cc887c1 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: -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [!] 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. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // See imgui_impl_vulkan.cpp file for details. @@ -89,8 +89,8 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*l // You probably do NOT need to use or care about those functions. // Those functions only exist because: // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. -// 2) the upcoming multi-viewport feature will need them internally. -// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// 2) the multi-viewport / platform window implementation needs them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. // // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index 11c1a3760..946b44769 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: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // 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. @@ -685,7 +685,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects() SafeRelease(g_resources); ImGuiIO& io = ImGui::GetIO(); - io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. for (unsigned int i = 0; i < g_numFramesInFlight; i++) SafeRelease(g_pFrameResources[i]); diff --git a/backends/imgui_impl_wgpu.h b/backends/imgui_impl_wgpu.h index 8bc1a39ae..091420784 100644 --- a/backends/imgui_impl_wgpu.h +++ b/backends/imgui_impl_wgpu.h @@ -4,7 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // 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_win32.cpp b/backends/imgui_impl_win32.cpp index 4bb6673b6..7ebb58c56 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -254,7 +254,8 @@ static void ImGui_ImplWin32_UpdateMouseData() ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(bd->hWnd != 0); - const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd); + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window == bd->hWnd); if (is_app_focused) { // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) @@ -514,6 +515,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA switch (msg) { case WM_MOUSEMOVE: + { // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events bd->MouseHwnd = hwnd; if (!bd->MouseTracked) @@ -522,8 +524,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA ::TrackMouseEvent(&tme); bd->MouseTracked = true; } - io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam)); + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); break; + } case WM_MOUSELEAVE: if (bd->MouseHwnd == hwnd) bd->MouseHwnd = nullptr; diff --git a/imgui.cpp b/imgui.cpp index d1e9807f5..a4fe84a13 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1864,7 +1864,7 @@ static const ImU32 GCrc32LookupTable[256] = // Known size hash // It is ok to call ImHashData on a string with known length but the ### operator won't be supported. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; @@ -1880,7 +1880,7 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) // - If we reach ### in the string we discard the hash so far and reset to the seed. // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) { seed = ~seed; ImU32 crc = seed; @@ -3374,24 +3374,26 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso { ImGuiContext& g = *GImGui; IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; for (int n = 0; n < g.Viewports.Size; n++) { - ImGuiViewportP* viewport = g.Viewports[n]; - ImDrawList* draw_list = GetForegroundDrawList(viewport); - ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. ImVec2 offset, size, uv[4]; - if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) - { - const ImVec2 pos = base_pos - offset; - const float scale = base_scale; - ImTextureID tex_id = font_atlas->TexID; - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); - draw_list->PopTextureID(); - } + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + ImGuiViewportP* viewport = g.Viewports[n]; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); } } @@ -3886,7 +3888,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; // Special handling for calling after Begin() which represent the title bar or tab. - // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + // When the window is skipped/collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) return false; } @@ -4353,6 +4355,11 @@ void ImGui::NewFrame() g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) UpdateViewportsNewFrame(); // Setup current font and draw list shared data @@ -4474,10 +4481,6 @@ void ImGui::NewFrame() //if (g.IO.AppFocusLost) // ClosePopupsExceptModals(); - // Process input queue (trickle as many events as possible) - g.InputEventsTrail.resize(0); - UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); - // Update keyboard input state UpdateKeyboardInputs(); @@ -5777,7 +5780,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (window->Collapsed) { // Title bar only - float backup_border_size = style.FrameBorderSize; + const float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); @@ -9983,7 +9986,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) const int current_stack_size = g.BeginPopupStack.Size; if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) - if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) return; ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. @@ -13977,7 +13980,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; p += ImFormatString(p, buf_end - p, "%s'%s'", - tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? TabBarGetTabName(tab_bar, tab) : "???"); + tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); } p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } @@ -13999,7 +14002,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", - tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? TabBarGetTabName(tab_bar, tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); PopID(); } TreePop(); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 09db1c6bd..f694ff234 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -389,6 +389,8 @@ void ImDrawList::_ResetForNewFrame() IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); CmdBuffer.resize(0); IdxBuffer.resize(0); diff --git a/imgui_internal.h b/imgui_internal.h index 021a24ec7..9c8d02df8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -318,8 +318,8 @@ namespace ImStb //----------------------------------------------------------------------------- // Helpers: Hashing -IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); // Helpers: Sorting #ifndef ImQsort diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 5f34e7823..f60845bf2 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7660,6 +7660,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; tab->Offset = tab_offset; + tab->NameOffset = -1; tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); } tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); @@ -7667,6 +7668,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) section_tab_index += section->TabCount; } + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + // If we have lost the selected tab, select the next most recently active one if (found_selected_tab_id == false) tab_bar->SelectedTabId = 0; @@ -7698,10 +7702,6 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; - // Clear name buffers - if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) - tab_bar->TabsNames.Buf.resize(0); - // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) ImGuiWindow* window = g.CurrentWindow; window->DC.CursorPos = tab_bar->BarRect.Min; @@ -7759,7 +7759,9 @@ ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { - IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < tab_bar->TabsNames.Buf.Size); + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); return tab_bar->TabsNames.Buf.Data + tab->NameOffset; }