Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_win32.cpp
This commit is contained in:
ocornut 2023-07-20 23:18:47 +02:00
commit f8f805f046
50 changed files with 320 additions and 111 deletions

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@ -479,8 +479,8 @@ jobs:
wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
tar -xvf master.tar.gz
emsdk-master/emsdk update
emsdk-master/emsdk install 3.1.37
emsdk-master/emsdk activate 3.1.37
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
- name: Build example_sdl2_opengl3 with Emscripten
run: |

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@ -47,10 +47,11 @@
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_allegro5.h"
#include <stdint.h> // uint64_t
#include <cstring> // memcpy
#include "imgui.h"
#include "imgui_impl_allegro5.h"
// Allegro
#include <allegro5/allegro.h>
@ -603,3 +604,7 @@ void ImGui_ImplAllegro5_NewFrame()
// Setup mouse cursor shape
ImGui_ImplAllegro5_UpdateMouseCursor();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -17,6 +17,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
@ -30,3 +31,5 @@ IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -27,6 +27,7 @@
// 2021-03-04: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_android.h"
#include <time.h>
#include <android/native_window.h>
@ -294,3 +295,7 @@ void ImGui_ImplAndroid_NewFrame()
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -19,6 +19,8 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ANativeWindow;
struct AInputEvent;
@ -27,3 +29,5 @@ IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
#endif // #ifndef IMGUI_DISABLE

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@ -32,6 +32,7 @@
// 2016-05-07: DirectX10: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx10.h"
// DirectX
@ -713,3 +714,6 @@ void ImGui_ImplDX10_ShutdownPlatformInterface()
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -13,6 +13,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D10Device;
@ -24,3 +25,5 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -33,6 +33,7 @@
// 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx11.h"
// DirectX
@ -729,3 +730,7 @@ static void ImGui_ImplDX11_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -13,6 +13,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D11Device;
struct ID3D11DeviceContext;
@ -25,3 +26,5 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -42,6 +42,7 @@
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx12.h"
// DirectX
@ -1074,3 +1075,7 @@ void ImGui_ImplDX12_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -16,6 +16,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <dxgiformat.h> // DXGI_FORMAT
struct ID3D12Device;
@ -37,3 +38,5 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -34,6 +34,7 @@
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx9.h"
// DirectX
@ -540,3 +541,7 @@ static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -13,6 +13,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct IDirect3DDevice9;
@ -24,3 +25,5 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -22,6 +22,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
@ -33,7 +34,7 @@
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position.
// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
@ -70,6 +71,7 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glfw.h"
// Clang warnings with -Weverything
@ -419,8 +421,6 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackCursorPos(window, x, y);
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
@ -441,8 +441,6 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackCursorEnter(window, entered);
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiIO& io = ImGui::GetIO();
if (entered)
@ -728,11 +726,6 @@ static void ImGui_ImplGlfw_UpdateMouseData()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
{
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
return;
}
ImGuiID mouse_viewport_id = 0;
const ImVec2 mouse_pos_prev = io.MousePos;
@ -1289,6 +1282,10 @@ static void ImGui_ImplGlfw_ShutdownPlatformInterface()
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -21,6 +21,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct GLFWwindow;
struct GLFWmonitor;
@ -50,3 +51,5 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
#endif // #ifndef IMGUI_DISABLE

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@ -32,6 +32,7 @@
// 2018-03-22: Added GLUT Platform binding.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glut.h"
#define GL_SILENCE_DEPRECATION
#ifdef __APPLE__
@ -298,3 +299,7 @@ void ImGui_ImplGLUT_MotionFunc(int x, int y)
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -20,6 +20,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
@ -29,7 +30,7 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
//------------------------------------ GLUT name ---------------------------------------------- Decent Name ---------
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
@ -38,3 +39,5 @@ IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc
#endif // #ifndef IMGUI_DISABLE

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@ -12,6 +12,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
// ObjC API
@ -63,3 +64,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#endif
#endif
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -32,6 +32,7 @@
// 2018-07-05: Metal: Added new Metal backend implementation.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_metal.h"
#import <time.h>
#import <Metal/Metal.h>
@ -740,3 +741,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
}
@end
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -39,12 +39,9 @@
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl2.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
@ -305,6 +302,7 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
ImGui_ImplOpenGL2_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
@ -333,6 +331,10 @@ static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -5,7 +5,7 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -20,6 +20,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
@ -31,3 +32,5 @@ IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -106,13 +106,10 @@
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
@ -972,9 +969,13 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -25,6 +25,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
@ -59,3 +60,5 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -18,6 +18,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#ifdef __OBJC__
@ -44,3 +45,5 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -18,6 +18,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#import "imgui.h"
#ifndef IMGUI_DISABLE
#import "imgui_impl_osx.h"
#import <Cocoa/Cocoa.h>
#import <Carbon/Carbon.h>
@ -1109,3 +1110,7 @@ static void ImGui_ImplOSX_ShutdownPlatformInterface()
main_viewport->PlatformUserData = nullptr;
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -77,6 +77,7 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl2.h"
// Clang warnings with -Weverything
@ -1035,6 +1036,10 @@ static void ImGui_ImplSDL2_ShutdownPlatformInterface()
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -20,6 +20,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
@ -37,3 +38,5 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -29,6 +29,7 @@
// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl3.h"
// Clang warnings with -Weverything
@ -944,6 +945,10 @@ static void ImGui_ImplSDL3_ShutdownPlatformInterface()
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -21,6 +21,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
@ -34,3 +35,5 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SD
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
#endif // #ifndef IMGUI_DISABLE

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@ -26,12 +26,9 @@
// 2021-09-21: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer2.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// Clang warnings with -Weverything
#if defined(__clang__)
@ -258,6 +255,10 @@ void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
ImGui_ImplSDLRenderer2_DestroyFontsTexture();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -14,6 +14,7 @@
// [ ] Renderer: Multi-viewport support (multiple windows).
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
@ -28,3 +29,5 @@ IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -21,12 +21,9 @@
// 2023-05-30: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer3.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// Clang warnings with -Weverything
#if defined(__clang__)
@ -253,6 +250,10 @@ void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
ImGui_ImplSDLRenderer3_DestroyFontsTexture();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -15,6 +15,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Renderer;
@ -28,3 +29,5 @@ IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -68,6 +68,8 @@
// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_vulkan.h"
#include <stdio.h>
@ -1805,3 +1807,7 @@ void ImGui_ImplVulkan_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -25,6 +25,7 @@
// Read comments in imgui_impl_vulkan.h.
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
// [Configuration] in order to use a custom Vulkan function loader:
@ -163,3 +164,4 @@ struct ImGui_ImplVulkanH_Window
}
};
#endif // #ifndef IMGUI_DISABLE

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@ -13,6 +13,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
@ -28,6 +29,7 @@
// 2021-01-28: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h"
#include <limits.h>
#include <webgpu/webgpu.h>
@ -230,7 +232,7 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.source = wgsl_source;
wgsl_desc.code = wgsl_source;
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
@ -511,7 +513,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
@ -761,3 +763,7 @@ void ImGui_ImplWGPU_NewFrame()
if (!bd->pipelineState)
ImGui_ImplWGPU_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -13,6 +13,8 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <webgpu/webgpu.h>
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined);
@ -23,3 +25,5 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@ -15,6 +15,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
@ -1283,3 +1284,5 @@ static void ImGui_ImplWin32_ShutdownPlatformInterface()
}
//---------------------------------------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@ -16,6 +16,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
@ -45,3 +46,5 @@ IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); //
// - Use to enable alpha compositing transparency with the desktop.
// - Use together with e.g. clearing your framebuffer with zero-alpha.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
#endif // #ifndef IMGUI_DISABLE

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@ -5,25 +5,30 @@ This document holds the user-facing changelog that we also use in release notes.
We generally fold multiple commits pertaining to the same topic as a single entry.
Changes to backends are also included within the individual .cpp files of each backend.
RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES: https://github.com/ocornut/imgui/issues
DISCUSS, ASK QUESTIONS: https://github.com/ocornut/imgui/discussions
WIKI https://github.com/ocornut/imgui/wiki
FAQ https://www.dearimgui.com/faq/
RELEASE NOTES: https://github.com/ocornut/imgui/releases
WIKI https://github.com/ocornut/imgui/wiki
GETTING STARTED https://github.com/ocornut/imgui/wiki/Getting-Started
GLOSSARY https://github.com/ocornut/imgui/wiki/Glossary
ISSUES & SUPPORT https://github.com/ocornut/imgui/issues
WHEN TO UPDATE?
- Keeping your copy of Dear ImGui updated regularly is recommended.
- It is generally safe to sync to the latest commit in master or docking branches
The library is fairly stable and regressions tends to be fixed fast when reported.
- It is generally safe and recommended to sync to the latest commit in 'master' or 'docking'
branches. The library is fairly stable and regressions tends to be fixed fast when reported.
HOW TO UPDATE?
- Overwrite every file except imconfig.h (if you have modified it).
- You may also locally branch to modify imconfig.h and merge latest into your branch.
- Update submodule or copy/overwrite every file.
- About imconfig.h:
- You may modify your copy of imconfig.h, in this case don't overwrite it.
- or you may locally branch to modify imconfig.h and merge/rebase latest.
- or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
specify a custom path for your imconfig.h file and instead not have to modify the default one.
- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog).
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
- If you are copying this repository in your codebase, please leave the demo and documentations files in there, they will be useful.
- You may diff your previous Changelog with the one you just copied and read that diff.
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
@ -40,7 +45,7 @@ Breaking changes:
- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
and often incorrect/misleading considering the existence of a higher-level
input queue. (#4921)
- ImDrawData: CmdLists[] arra is now owned, changed from 'ImDrawList**' to
- ImDrawData: CmdLists[] array is now owned, changed from 'ImDrawList**' to
'ImVector<ImDrawList*>'. Majority of users shouldn't be affected, but you
cannot compare to NULL nor reassign manually anymore.
Instead use AddDrawList(). (#6406, #4879, #1878)
@ -56,9 +61,18 @@ Other changes:
- Syntax and allocation count are otherwise identical.
- Fixed CTRL+Tab dimming background assert when target window has a callback
in the last ImDrawCmd. (#4857, #5937)
- IsItemHovered: Fixed ImGuiHoveredFlags_ForTooltip for Keyboard/Gamepad navigation,
got broken prior to 1.89.7 due to an unrelated change making flags conflict. (#6622, #1485)
- InputText: Fixed a case where deactivation frame would write to underlying
buffer or call CallbackResize although unnecessary, in a frame where the
return value was false.
- Tables: fixed GetContentRegionAvail().y report not taking account of lower cell
padding or of using ImGuiTableFlags_NoHostExtendY. Not taking it into account
would make the idiom of creating vertically bottom-aligned content (e.g. a child
window) inside a table make the parent window erroneously have a scrollbar. (#6619)
- Tables: fixed calculation of multi-instance shared decoration/scrollbar width of
scrolling tables, to avoid flickering width variation when resizing down a table
hosting a child window. (#5920, #6619)
- Scrollbar: layout needs to take account of window border size, so a border size
will slightly reduce scrollbar size. Generally we tried to make it that window
border size has no incidence on layout but this can't work with thick borders. (#2522)
@ -71,6 +85,10 @@ Other changes:
desirable behavior.
- Demo: Better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517)
- Demo: Showcase a few more InputText() flags.
- Backends: Made all backends sources files support global IMGUI_DISABLE. (#6601)
- Backends: GLFW: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used
differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) [@scorpion-26]
- Backends: WebGPU: Update for changes in Dawn. (#6602, #6188) [@williamhCode]
Docking+Viewports Branch:
@ -101,6 +119,11 @@ Breaking changes:
legacy 'SetItemAllowOverlap()' call (public API) + ImGuiButtonFlags_AllowOverlap (internal).
- Obsoleted 'SetItemAllowOverlap()': it didn't and couldn't work reliably since 1.89 (2022-11-15),
and relied on ambiguously defined design. Use 'SetNextItemAllowOverlap()' before item instead.
- Selectable, TreeNode: When using ImGuiSelectableFlags_AllowOverlap/ImGuiTreeNodeFlags_AllowOverlap
and holding item held, overlapping widgets won't appear as hovered. (#6512, #3909)
While this fixes a common small visual issue, it also means that calling IsItemHovered()
after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't
use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
- Renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap'.
- Renamed 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'
- Kept redirecting enums (will obsolete).
@ -136,8 +159,6 @@ Other changes:
- Fixed first frame of an overlap highlighting underlying item if previous frame didn't hover anything.
- IsItemHovered: Changed to return false when querying an item using AllowOverlap mode which
is being overlapped. Added ImGuiHoveredFlags_AllowWhenOverlappedByItem to opt-out. (#6512, #3909, #517)
- Selectable, TreeNode: When using ImGuiSelectableFlags_AllowOverlap/ImGuiTreeNodeFlags_AllowOverlap
and holding item held, overlapping widgets won't appear as hovered. (#6512, #3909)
- IsWindowHovered: Added support for ImGuiHoveredFlags_Stationary.
- IsWindowHovered, IsItemHovered: Assert when passed any unsupported flags.
- Tables: Fixed a regression in 1.89.6 leading to the first column of tables with either

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@ -91,6 +91,7 @@ Many projects are using this branch and it is kept in sync with master regularly
### Q: How to get started?
Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). <BR>
Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>

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@ -1,5 +1,5 @@
//-----------------------------------------------------------------------------
// COMPILE-TIME OPTIONS FOR DEAR IMGUI
// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
@ -9,7 +9,7 @@
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
@ -26,7 +26,7 @@
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
@ -40,7 +40,7 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
@ -105,7 +105,7 @@
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
@ -113,10 +113,10 @@
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, const MyMatrix44& v);
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/

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@ -16,6 +16,7 @@
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
// - Tests & Automation https://github.com/ocornut/imgui_test_engine
// Getting Started?
// - Read https://github.com/ocornut/imgui/wiki/Getting-Started
@ -25,8 +26,9 @@
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// See LICENSE.txt for copyright and licensing details (standard MIT License).
// This library is free but needs your support to sustain development and maintenance.
// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
// Individuals: you can support continued development via donations. See docs/README or web page.
// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
// PLEASE reach out at contact AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
@ -110,9 +112,10 @@ CODE
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption.
Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
Designed primarily for developers and content-creators, not the typical end-user!
Some of the current weaknesses (which we aim to address in the future) includes:
- Doesn't look fancy, doesn't animate.
- Doesn't look fancy.
- Limited layout features, intricate layouts are typically crafted in code.
@ -191,9 +194,11 @@ CODE
READ FIRST
----------
- Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
- Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
- Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
data retention on your side, less state duplication, less state synchronization, fewer bugs.
- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
- The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
- Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
@ -201,18 +206,38 @@ CODE
For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
- Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
- This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
- Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
If you get an assert, read the messages and comments around the assert.
- C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
- C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
- This codebase aims to be highly optimized:
- A typical idle frame should never call malloc/free.
- We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
- We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
- This codebase aims to be both highly opinionated and highly flexible:
- This code works because of the things it choose to solve or not solve.
- C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
This is to increase compatibility, increase maintainability and facilitate use from other languages.
- C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
(so don't use ImVector in your code or at our own risk!).
- Building: We don't use nor mandate a build system for the main library.
This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
This is also because providing a build system for the main library would be of little-value.
The build problems are almost never coming from the main library but from specific backends.
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
----------------------------------------------
- Update submodule or copy/overwrite every file.
- About imconfig.h:
- You may modify your copy of imconfig.h, in this case don't overwrite it.
- or you may locally branch to modify imconfig.h and merge/rebase latest.
- or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
specify a custom path for your imconfig.h file and instead not have to modify the default one.
- Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
- Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
- You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
@ -221,11 +246,12 @@ CODE
from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
likely be a comment about it. Please report any issue to the GitHub page!
- To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
- Try to keep your copy of Dear ImGui reasonably up to date.
- Try to keep your copy of Dear ImGui reasonably up to date!
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
---------------------------------------------------------------
- See https://github.com/ocornut/imgui/wiki/Getting-Started.
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
- Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
@ -411,6 +437,7 @@ CODE
- 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
- 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
- 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
- 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
- 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
- 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
- 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
@ -814,11 +841,12 @@ CODE
Q: Where is the documentation?
A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
- Run the examples/ and explore them.
- Run the examples/ applications and explore them.
- Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
- The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
- The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
@ -834,14 +862,14 @@ CODE
================
Q: How to get started?
A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
>> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
Q. How can I enable keyboard controls?
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
Q. How can I enable keyboard or gamepad controls?
Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
@ -856,7 +884,7 @@ CODE
- How can I have multiple widgets with the same label?
- How can I have multiple windows with the same label?
Q: How can I display an image? What is ImTextureID, how does it work?
Q: How can I use my own math types instead of ImVec2/ImVec4?
Q: How can I use my own math types instead of ImVec2?
Q: How can I interact with standard C++ types (such as std::string and std::vector)?
Q: How can I display custom shapes? (using low-level ImDrawList API)
>> See https://www.dearimgui.com/faq
@ -886,10 +914,10 @@ CODE
Q: How can I help?
A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
- Individuals: you can support continued development via PayPal donations. See README.
- If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
and see how you want to help and can help!
This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
Also see https://github.com/ocornut/imgui/wiki/Sponsors
- Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
- If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
@ -915,11 +943,7 @@ CODE
// System includes
#include <stdio.h> // vsnprintf, sscanf, printf
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
@ -4151,7 +4175,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
// If you used this ii your legacy/custom widgets code:
// If you used this in your legacy/custom widgets code:
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
@ -7190,6 +7214,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// [LEGACY] Content Region
// FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
// Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
// Used by:
// - Mouse wheel scrolling + many other things
window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
@ -10401,10 +10426,8 @@ ImVec2 ImGui::GetContentRegionMax()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
if (window->DC.CurrentColumns || g.CurrentTable)
mx.x = window->WorkRect.Max.x - window->Pos.x;
return mx;
ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
return mx - window->Pos;
}
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
@ -10412,9 +10435,7 @@ ImVec2 ImGui::GetContentRegionMaxAbs()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 mx = window->ContentRegionRect.Max;
if (window->DC.CurrentColumns || g.CurrentTable)
mx.x = window->WorkRect.Max.x;
ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
return mx;
}

15
imgui.h
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@ -16,6 +16,7 @@
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
// - Tests & Automation https://github.com/ocornut/imgui_test_engine
// Getting Started?
// - Read https://github.com/ocornut/imgui/wiki/Getting-Started
@ -25,7 +26,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.89.8 WIP"
#define IMGUI_VERSION_NUM 18973
#define IMGUI_VERSION_NUM 18974
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -1358,16 +1359,16 @@ enum ImGuiHoveredFlags_
// e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
// - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
// - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
ImGuiHoveredFlags_ForTooltip = 1 << 11, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
// (Advanced) Mouse Hovering delays.
// - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
// - use those if you need specific overrides.
ImGuiHoveredFlags_Stationary = 1 << 12, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
ImGuiHoveredFlags_DelayNone = 1 << 13, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
ImGuiHoveredFlags_DelayShort = 1 << 14, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_DelayNormal = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_NoSharedDelay = 1 << 16, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
};
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.

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@ -94,11 +94,7 @@ Index of this file:
#include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf
#include <stdio.h> // vsnprintf, sscanf, printf
#include <stdlib.h> // NULL, malloc, free, atoi
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// Visual Studio warnings
#ifdef _MSC_VER

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@ -2812,8 +2812,10 @@ struct ImGuiTableInstanceData
float LastOuterHeight; // Outer height from last frame
float LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked)
float LastFrozenHeight; // Height of frozen section from last frame
int HoveredRowLast; // Index of row which was hovered last frame.
int HoveredRowNext; // Index of row hovered this frame, set after encountering it.
ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; }
ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }
};
// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData
@ -3355,7 +3357,8 @@ namespace ImGui
IMGUI_API void TableOpenContextMenu(int column_n = -1);
IMGUI_API void TableSetColumnWidth(int column_n, float width);
IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
IMGUI_API float TableGetHeaderRowHeight();
IMGUI_API void TablePushBackgroundChannel();
IMGUI_API void TablePopBackgroundChannel();

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@ -198,11 +198,7 @@ Index of this file:
#include "imgui_internal.h"
// System includes
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// Visual Studio warnings
#ifdef _MSC_VER
@ -414,7 +410,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->HasScrollbarYPrev = table->HasScrollbarYCurr;
table->HasScrollbarYCurr = false;
}
table->HasScrollbarYCurr |= (table->InnerWindow->ScrollMax.y > 0.0f);
table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY;
}
else
{
@ -971,6 +967,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).
// - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
table_instance->HoveredRowLast = table_instance->HoveredRowNext;
table_instance->HoveredRowNext = -1;
table->HoveredColumnBody = -1;
table->HoveredColumnBorder = -1;
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
@ -1128,6 +1126,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);
table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
// Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.
float window_content_max_y;
if (table->Flags & ImGuiTableFlags_NoHostExtendY)
window_content_max_y = table->OuterRect.Max.y;
else
window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y);
table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y);
// [Part 9] Allocate draw channels and setup background cliprect
TableSetupDrawChannels(table);
@ -1547,6 +1553,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
// - TableGetCellBgRect() [Internal]
// - TableGetColumnResizeID() [Internal]
// - TableGetHoveredColumn() [Internal]
// - TableGetHoveredRow() [Internal]
// - TableSetBgColor()
//-----------------------------------------------------------------------------
@ -1651,6 +1658,19 @@ int ImGui::TableGetHoveredColumn()
return (int)table->HoveredColumnBody;
}
// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row.
// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value.
// This difference with is the reason why this is not public yet.
int ImGui::TableGetHoveredRow()
{
ImGuiContext& g = *GImGui;
ImGuiTable* table = g.CurrentTable;
if (!table)
return -1;
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
return (int)table_instance->HoveredRowLast;
}
void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)
{
ImGuiContext& g = *GImGui;
@ -1802,6 +1822,10 @@ void ImGui::TableEndRow(ImGuiTable* table)
const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
if (is_visible)
{
// Update data for TableGetHoveredRow()
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2)
TableGetInstanceData(table, table->InstanceCurrent)->HoveredRowNext = table->CurrentRow;
// Decide of background color for the row
ImU32 bg_col0 = 0;
ImU32 bg_col1 = 0;
@ -1995,6 +2019,7 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
// Note how WorkRect.Max.y is only set once during layout
window->WorkRect.Min.y = window->DC.CursorPos.y;
window->WorkRect.Min.x = column->WorkMinX;
window->WorkRect.Max.x = column->WorkMaxX;
@ -3595,6 +3620,11 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
for (int n = 0; n < table->InstanceCurrent + 1; n++)
{
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n);
BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight);
}
//BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
float sum_weights = 0.0f;
for (int n = 0; n < table->ColumnsCount; n++)
@ -3953,6 +3983,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
}
void ImGui::NextColumn()

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@ -41,11 +41,7 @@ Index of this file:
#include "imgui_internal.h"
// System includes
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
//-------------------------------------------------------------------------
// Warnings

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@ -33,6 +33,8 @@
// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_freetype.h"
#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*,
#include <stdint.h>
@ -788,6 +790,8 @@ void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* u
GImGuiFreeTypeAllocatorUserData = user_data;
}
//-----------------------------------------------------------------------------
#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif
@ -795,3 +799,5 @@ void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* u
#ifdef _MSC_VER
#pragma warning (pop)
#endif
#endif // #ifndef IMGUI_DISABLE

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@ -2,8 +2,8 @@
// (headers)
#pragma once
#include "imgui.h" // IMGUI_API
#ifndef IMGUI_DISABLE
// Forward declarations
struct ImFontAtlas;
@ -48,3 +48,5 @@ namespace ImGuiFreeType
static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); }
#endif
}
#endif // #ifndef IMGUI_DISABLE