Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_sdlrenderer.cpp
#	backends/imgui_impl_sdlrenderer.h
#	imgui.cpp
#	imgui.h
docking
ocornut 3 years ago
commit 06e4f4e370

@ -10,8 +10,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [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: // Missing features:
// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices (SDL_RenderGeometryRaw() is missing a vertex offset).
// [ ] Renderer: Multi-viewport support (multiple windows). // [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@ -19,6 +19,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs // Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG // CHANGELOG
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version. // 2021-09-21: Initial version.
@ -62,6 +63,7 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer"; io.BackendRendererName = "imgui_impl_sdlrenderer";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->SDLRenderer = renderer;
@ -128,7 +130,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
SDL_Rect ClipRect; SDL_Rect ClipRect;
}; };
BackupSDLRendererState old = {}; BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer); old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
@ -171,9 +173,9 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(bd->SDLRenderer, &r); SDL_RenderSetClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)); const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)); const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)); const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col));
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
@ -181,7 +183,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
xy, (int)sizeof(ImDrawVert), xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size, cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
} }
} }

@ -10,8 +10,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [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: // Missing features:
// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices (SDL_RenderGeometryRaw() is missing a vertex offset).
// [ ] Renderer: Multi-viewport support (multiple windows). // [ ] Renderer: Multi-viewport support (multiple windows).
#pragma once #pragma once

@ -110,7 +110,9 @@ Breaking Changes:
Other Changes: Other Changes:
- Added IsMouseTripleClicked() function. Tracking multi-click count in IO structure. (#3229) [@kudaba] - Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba]
(so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
but it allows testing for triple clicks and more).
- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527) - Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676) - Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard - Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
@ -132,7 +134,7 @@ Other Changes:
- Clipper: currently focused item is automatically included in clipper range. - Clipper: currently focused item is automatically included in clipper range.
Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut] still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
- Cliooer: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out - Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
during a clipping operation. (#3841) [@@GamingMinds-DanielC] during a clipping operation. (#3841) [@@GamingMinds-DanielC]
- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested - Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
by the clipper to display. (#3841) by the clipper to display. (#3841)
@ -143,12 +145,15 @@ Other Changes:
- Metrics: Added a node showing windows in submission order and showing the Begin() stack. - Metrics: Added a node showing windows in submission order and showing the Begin() stack.
- Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the - Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the
io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666] io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666]
- Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups] - Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
- CI: Add MinGW DLL build to test suite. [@rokups] - CI: Add MinGW DLL build to test suite. [@rokups]
- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce - Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
vkCmdSetScissor() explicitly every frame. (#4644) vkCmdSetScissor() explicitly every frame. (#4644)
- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775) - Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices,
enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups]
- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and - Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and
wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
in-flux specs says. (#4766) [@meshula] in-flux specs says. (#4766) [@meshula]

@ -5101,11 +5101,11 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
return g.IO.MouseClickedCount[button] == 2; return g.IO.MouseClickedCount[button] == 2;
} }
bool ImGui::IsMouseTripleClicked(ImGuiMouseButton button) int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseClickedCount[button] == 3; return g.IO.MouseClickedCount[button];
} }
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. // Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.

@ -65,7 +65,7 @@ Index of this file:
// Version // Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.86 WIP" #define IMGUI_VERSION "1.86 WIP"
#define IMGUI_VERSION_NUM 18512 #define IMGUI_VERSION_NUM 18514
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_VIEWPORT // Viewport WIP branch
@ -929,10 +929,10 @@ namespace ImGui
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true) IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
IMGUI_API bool IsMouseTripleClicked(ImGuiMouseButton button); // did mouse button triple-clicked? (note that a triple-click will also report IsMouseClicked() == true) IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
@ -997,7 +997,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as "window menu button" within a docking node. ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file

@ -5741,14 +5741,9 @@ static void ShowDemoWindowMisc()
ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
int count = IM_ARRAYSIZE(io.MouseDown); int count = IM_ARRAYSIZE(io.MouseDown);
ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); }
ImGui::Text(" - clicked double:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text(" - clicked triple:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseTripleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text(" - clicked count:"); for (int i = 0; i < count; i++) if (io.MouseClickedCount[i]) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, io.MouseClickedCount[i]); }
//ImGui::Text(" - last count:"); for (int i = 0; i < count; i++) if (io.MouseClickedLastCount[i]) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, io.MouseClickedLastCount[i]); }
ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
ImGui::TreePop(); ImGui::TreePop();

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