Merge branch 'master' into docking (will need further for io.AddFocusEvent)

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
docking
ocornut 3 years ago
commit 0b06c4b2b0

@ -16,6 +16,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-02-18: Change blending equation to preserve alpha in output buffer.
@ -390,6 +391,19 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
if (ev->keyboard.display == bd->Display) if (ev->keyboard.display == bd->Display)
io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN); io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
return true; return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
if (ev->display.source == bd->Display)
io.AddFocusEvent(false);
return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
if (ev->display.source == bd->Display)
{
io.AddFocusEvent(true);
#if defined(ALLEGRO_UNSTABLE)
al_clear_keyboard_state(bd->Display);
#endif
}
return true;
} }
return false; return false;
} }

@ -21,7 +21,8 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-07-29: *BREAKING CHANGE*: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using glfwSetCursorEnterCallback). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install the glfwSetCursorEnterCallback() callback and the forward to the backend via ImGui_ImplGlfw_CursorEnterCallback(). // 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. // 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). // 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
@ -96,6 +97,7 @@ struct ImGui_ImplGlfw_Data
bool WantUpdateMonitors; bool WantUpdateMonitors;
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
GLFWcursorenterfun PrevUserCallbackCursorEnter; GLFWcursorenterfun PrevUserCallbackCursorEnter;
GLFWmousebuttonfun PrevUserCallbackMousebutton; GLFWmousebuttonfun PrevUserCallbackMousebutton;
GLFWscrollfun PrevUserCallbackScroll; GLFWscrollfun PrevUserCallbackScroll;
@ -187,11 +189,22 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
#endif #endif
} }
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)
bd->PrevUserCallbackWindowFocus(window, focused);
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(focused != 0);
}
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{ {
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (bd->PrevUserCallbackCursorEnter != NULL) if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)
bd->PrevUserCallbackCursorEnter(window, entered); bd->PrevUserCallbackCursorEnter(window, entered);
if (entered) if (entered)
bd->MouseWindow = window; bd->MouseWindow = window;
if (!entered && bd->MouseWindow == window) if (!entered && bd->MouseWindow == window)
@ -286,6 +299,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
glfwSetErrorCallback(prev_error_callback); glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
bd->PrevUserCallbackWindowFocus = NULL;
bd->PrevUserCallbackMousebutton = NULL; bd->PrevUserCallbackMousebutton = NULL;
bd->PrevUserCallbackScroll = NULL; bd->PrevUserCallbackScroll = NULL;
bd->PrevUserCallbackKey = NULL; bd->PrevUserCallbackKey = NULL;
@ -294,6 +308,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
if (install_callbacks) if (install_callbacks)
{ {
bd->InstalledCallbacks = true; bd->InstalledCallbacks = true;
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
@ -343,6 +358,7 @@ void ImGui_ImplGlfw_Shutdown()
if (bd->InstalledCallbacks) if (bd->InstalledCallbacks)
{ {
glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter);
glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton);
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
@ -652,6 +668,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install GLFW callbacks for secondary viewports // Install GLFW callbacks for secondary viewports
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);

@ -36,6 +36,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks // GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any. // - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);

@ -16,6 +16,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. // 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. // 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
@ -110,36 +111,16 @@
#else #else
#include <GLES3/gl3.h> // Use GL ES 3 #include <GLES3/gl3.h> // Use GL ES 3
#endif #endif
#else #elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// About Desktop OpenGL function loaders: // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. // Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). // In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) // - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code // - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) // Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code. #define IMGL3W_IMPL
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #include "imgui_impl_opengl3_loader.h"
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif #endif
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension // Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
@ -153,6 +134,11 @@ using namespace gl;
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif #endif
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
#ifdef GL_POLYGON_MODE
#define IMGUI_IMPL_HAS_POLYGON_MODE
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
@ -208,6 +194,15 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
if (imgl3wInit() != 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return false;
}
#endif
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();; ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();;
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
@ -254,34 +249,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
strcpy(bd->GlslVersionString, glsl_version); strcpy(bd->GlslVersionString, glsl_version);
strcat(bd->GlslVersionString, "\n"); strcat(bd->GlslVersionString, "\n");
// Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash below.
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
const char* gl_loader = "Unknown";
IM_UNUSED(gl_loader);
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
gl_loader = "GL3W";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
gl_loader = "GLEW";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = "GLAD";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
gl_loader = "GLAD2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
gl_loader = "glbinding2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
gl_loader = "glbinding3";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
gl_loader = "custom";
#else
gl_loader = "none";
#endif
// Make an arbitrary GL call (we don't actually need the result) // Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code. // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
GLint current_texture; GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
@ -341,7 +310,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
if (bd->GlVersion >= 310) if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART); glDisable(GL_PRIMITIVE_RESTART);
#endif #endif
#ifdef GL_POLYGON_MODE #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif #endif
@ -423,7 +392,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif #endif
#ifdef GL_POLYGON_MODE #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif #endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
@ -532,11 +501,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif #endif
#ifdef GL_POLYGON_MODE #ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif #endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
} }
bool ImGui_ImplOpenGL3_CreateFontsTexture() bool ImGui_ImplOpenGL3_CreateFontsTexture()
@ -556,7 +526,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
glBindTexture(GL_TEXTURE_2D, bd->FontTexture); glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif #endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);

@ -8,16 +8,11 @@
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. // [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
// 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. // 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. // 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 // Read online: https://github.com/ocornut/imgui/tree/master/docs
// About Desktop OpenGL function loaders:
// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
// About GLSL version: // About GLSL version:
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. // The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
@ -42,19 +37,9 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Attempt to auto-detect the default Desktop GL loader based on available header files. // You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \ #if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3) \ && !defined(IMGUI_IMPL_OPENGL_ES3)
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// Try to detect GLES on matching platforms // Try to detect GLES on matching platforms
#if defined(__APPLE__) #if defined(__APPLE__)
@ -64,26 +49,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__) #elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
// Otherwise try to detect supported Desktop OpenGL loaders..
#elif defined(__has_include)
#if __has_include(<GL/glew.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
#elif __has_include(<glad/glad.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#elif __has_include(<glad/gl.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLAD2
#elif __has_include(<GL/gl3w.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#elif __has_include(<glbinding/glbinding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#elif __has_include(<glbinding/Binding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#else
#error "Cannot detect OpenGL loader!"
#endif
#else #else
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository // Otherwise imgui_impl_opengl3_loader.h will be used.
#endif #endif
#endif #endif

@ -0,0 +1,729 @@
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
*
* This is free and unencumbered software released into the public domain.
*
* Anyone is free to copy, modify, publish, use, compile, sell, or
* distribute this software, either in source code form or as a compiled
* binary, for any purpose, commercial or non-commercial, and by any
* means.
*
* In jurisdictions that recognize copyright laws, the author or authors
* of this software dedicate any and all copyright interest in the
* software to the public domain. We make this dedication for the benefit
* of the public at large and to the detriment of our heirs and
* successors. We intend this dedication to be an overt act of
* relinquishment in perpetuity of all present and future rights to this
* software under copyright law.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include enums/functions that we use in this source file.
// Regenerate with: python gl3w_gen.py --imgui-dir /path/to/imgui/
// see https://github.com/dearimgui/gl3w_stripped for more info.
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef signed long long int khronos_ssize_t;
#else
typedef signed long int khronos_intptr_t;
typedef signed long int khronos_ssize_t;
#endif
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#else
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifndef GLAPI
#define GLAPI extern
#endif
/* glcorearb.h is for use with OpenGL core profile implementations.
** It should should be placed in the same directory as gl.h and
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
**
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
** <GL/glext.h> in the same source file.
*/
/* Generated C header for:
* API: gl
* Profile: core
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: glcore
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_VERSION_1_0
typedef void GLvoid;
typedef unsigned int GLenum;
typedef khronos_float_t GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef double GLdouble;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef khronos_uint8_t GLubyte;
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_VIEWPORT 0x0BA2
#define GL_BLEND 0x0BE2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#endif /* GL_VERSION_1_0 */
#ifndef GL_VERSION_1_1
typedef khronos_float_t GLclampf;
typedef double GLclampd;
#define GL_TEXTURE_BINDING_2D 0x8069
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif
#endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glActiveTexture (GLenum texture);
#endif
#endif /* GL_VERSION_1_3 */
#ifndef GL_VERSION_1_4
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_FUNC_ADD 0x8006
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GLAPI void APIENTRY glBlendEquation (GLenum mode);
#endif
#endif /* GL_VERSION_1_4 */
#ifndef GL_VERSION_1_5
typedef khronos_ssize_t GLsizeiptr;
typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
typedef char GLchar;
typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_UPPER_LEFT 0x8CA2
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glCompileShader (GLuint shader);
GLAPI GLuint APIENTRY glCreateProgram (void);
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif
#endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
GLAPI void APIENTRY glBindVertexArray (GLuint array);
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
#endif
#endif /* GL_VERSION_3_0 */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_PRIMITIVE_RESTART 0x8F9D
#endif /* GL_VERSION_3_1 */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64;
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
#endif
#endif /* GL_VERSION_3_2 */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
#endif
#endif /* GL_VERSION_3_3 */
#ifndef GL_VERSION_4_1
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
#endif /* GL_VERSION_4_1 */
#ifndef GL_VERSION_4_3
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_VERSION_4_3 */
#ifndef GL_VERSION_4_5
#define GL_CLIP_ORIGIN 0x935C
typedef void (APIENTRYP PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth);
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glClipControl (GLenum origin, GLenum depth);
#endif
#endif /* GL_VERSION_4_5 */
#ifndef GL_ARB_bindless_texture
typedef khronos_uint64_t GLuint64EXT;
#endif /* GL_ARB_bindless_texture */
#ifndef GL_ARB_cl_event
struct _cl_context;
struct _cl_event;
#endif /* GL_ARB_cl_event */
#ifndef GL_ARB_clip_control
#define GL_ARB_clip_control 1
#endif /* GL_ARB_clip_control */
#ifndef GL_ARB_debug_output
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_ARB_debug_output */
#ifndef GL_EXT_EGL_image_storage
typedef void *GLeglImageOES;
#endif /* GL_EXT_EGL_image_storage */
#ifndef GL_EXT_direct_state_access
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
#endif /* GL_EXT_direct_state_access */
#ifndef GL_NV_draw_vulkan_image
typedef void (APIENTRY *GLVULKANPROCNV)(void);
#endif /* GL_NV_draw_vulkan_image */
#ifndef GL_NV_gpu_shader5
typedef khronos_int64_t GLint64EXT;
#endif /* GL_NV_gpu_shader5 */
#ifndef GL_NV_vertex_buffer_unified_memory
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef __cplusplus
}
#endif
#endif
#ifndef GL3W_API
#define GL3W_API
#endif
#ifndef __gl_h_
#define __gl_h_
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define GL3W_OK 0
#define GL3W_ERROR_INIT -1
#define GL3W_ERROR_LIBRARY_OPEN -2
#define GL3W_ERROR_OPENGL_VERSION -3
typedef void (*GL3WglProc)(void);
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
/* gl3w api */
GL3W_API int imgl3wInit(void);
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union GL3WProcs {
GL3WglProc ptr[52];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCLIPCONTROLPROC ClipControl;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLISENABLEDPROC IsEnabled;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union GL3WProcs gl3wProcs;
/* OpenGL functions */
#define glActiveTexture gl3wProcs.gl.ActiveTexture
#define glAttachShader gl3wProcs.gl.AttachShader
#define glBindBuffer gl3wProcs.gl.BindBuffer
#define glBindSampler gl3wProcs.gl.BindSampler
#define glBindTexture gl3wProcs.gl.BindTexture
#define glBindVertexArray gl3wProcs.gl.BindVertexArray
#define glBlendEquation gl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate gl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate gl3wProcs.gl.BlendFuncSeparate
#define glBufferData gl3wProcs.gl.BufferData
#define glClear gl3wProcs.gl.Clear
#define glClearColor gl3wProcs.gl.ClearColor
#define glClipControl gl3wProcs.gl.ClipControl
#define glCompileShader gl3wProcs.gl.CompileShader
#define glCreateProgram gl3wProcs.gl.CreateProgram
#define glCreateShader gl3wProcs.gl.CreateShader
#define glDeleteBuffers gl3wProcs.gl.DeleteBuffers
#define glDeleteProgram gl3wProcs.gl.DeleteProgram
#define glDeleteShader gl3wProcs.gl.DeleteShader
#define glDeleteTextures gl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays gl3wProcs.gl.DeleteVertexArrays
#define glDetachShader gl3wProcs.gl.DetachShader
#define glDisable gl3wProcs.gl.Disable
#define glDrawElements gl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex gl3wProcs.gl.DrawElementsBaseVertex
#define glEnable gl3wProcs.gl.Enable
#define glEnableVertexAttribArray gl3wProcs.gl.EnableVertexAttribArray
#define glGenBuffers gl3wProcs.gl.GenBuffers
#define glGenTextures gl3wProcs.gl.GenTextures
#define glGenVertexArrays gl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation gl3wProcs.gl.GetAttribLocation
#define glGetIntegerv gl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog gl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv gl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog gl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv gl3wProcs.gl.GetShaderiv
#define glGetString gl3wProcs.gl.GetString
#define glGetStringi gl3wProcs.gl.GetStringi
#define glGetUniformLocation gl3wProcs.gl.GetUniformLocation
#define glIsEnabled gl3wProcs.gl.IsEnabled
#define glLinkProgram gl3wProcs.gl.LinkProgram
#define glPixelStorei gl3wProcs.gl.PixelStorei
#define glPolygonMode gl3wProcs.gl.PolygonMode
#define glScissor gl3wProcs.gl.Scissor
#define glShaderSource gl3wProcs.gl.ShaderSource
#define glTexImage2D gl3wProcs.gl.TexImage2D
#define glTexParameteri gl3wProcs.gl.TexParameteri
#define glUniform1i gl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv gl3wProcs.gl.UniformMatrix4fv
#define glUseProgram gl3wProcs.gl.UseProgram
#define glVertexAttribPointer gl3wProcs.gl.VertexAttribPointer
#define glViewport gl3wProcs.gl.Viewport
#ifdef __cplusplus
}
#endif
#endif
#ifdef IMGL3W_IMPL
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
static HMODULE libgl;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address;
static int open_libgl(void)
{
libgl = LoadLibraryA("opengl32.dll");
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
return GL3W_OK;
}
static void close_libgl(void) { FreeLibrary(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = (GL3WglProc)wgl_get_proc_address(proc);
if (!res)
res = (GL3WglProc)GetProcAddress(libgl, proc);
return res;
}
#elif defined(__APPLE__)
#include <dlfcn.h>
static void *libgl;
static int open_libgl(void)
{
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#else
#include <dlfcn.h>
static void *libgl;
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
static int open_libgl(void)
{
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = glx_get_proc_address((const GLubyte *)proc);
if (!res)
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#endif
static struct { int major, minor; } version;
static int parse_version(void)
{
if (!glGetIntegerv)
return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major < 3)
return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK;
}
static void load_procs(GL3WGetProcAddressProc proc);
int imgl3wInit(void)
{
int res = open_libgl();
if (res)
return res;
atexit(close_libgl);
return imgl3wInit2(get_proc);
}
int imgl3wInit2(GL3WGetProcAddressProc proc)
{
load_procs(proc);
return parse_version();
}
int imgl3wIsSupported(int major, int minor)
{
if (major < 3)
return 0;
if (version.major == major)
return version.minor >= minor;
return version.major >= major;
}
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
static const char *proc_names[] = {
"glActiveTexture",
"glAttachShader",
"glBindBuffer",
"glBindSampler",
"glBindTexture",
"glBindVertexArray",
"glBlendEquation",
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glClear",
"glClearColor",
"glClipControl",
"glCompileShader",
"glCreateProgram",
"glCreateShader",
"glDeleteBuffers",
"glDeleteProgram",
"glDeleteShader",
"glDeleteTextures",
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glGenBuffers",
"glGenTextures",
"glGenVertexArrays",
"glGetAttribLocation",
"glGetIntegerv",
"glGetProgramInfoLog",
"glGetProgramiv",
"glGetShaderInfoLog",
"glGetShaderiv",
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glIsEnabled",
"glLinkProgram",
"glPixelStorei",
"glPolygonMode",
"glScissor",
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
"glVertexAttribPointer",
"glViewport",
};
GL3W_API union GL3WProcs gl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
gl3wProcs.ptr[i] = proc(proc_names[i]);
}
#ifdef __cplusplus
}
#endif
#endif

@ -20,6 +20,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key. // 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application. // 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down. // 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
@ -61,14 +62,24 @@ static void resetKeys()
@interface ImFocusObserver : NSObject @interface ImFocusObserver : NSObject
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; - (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
@end @end
@implementation ImFocusObserver @implementation ImFocusObserver
- (void)onApplicationBecomeActive:(NSNotification*)aNotification
{
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(true);
}
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification - (void)onApplicationBecomeInactive:(NSNotification*)aNotification
{ {
ImGuiIO& io = ImGui::GetIO();
io.AddFocusEvent(false);
// Unfocused applications do not receive input events, therefore we must manually // Unfocused applications do not receive input events, therefore we must manually
// release any pressed keys when application loses focus, otherwise they would remain // release any pressed keys when application loses focus, otherwise they would remain
// stuck in a pressed state. https://github.com/ocornut/imgui/issues/3832 // stuck in a pressed state. https://github.com/ocornut/imgui/issues/3832
@ -156,6 +167,10 @@ bool ImGui_ImplOSX_Init()
}; };
g_FocusObserver = [[ImFocusObserver alloc] init]; g_FocusObserver = [[ImFocusObserver alloc] init];
[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
selector:@selector(onApplicationBecomeActive:)
name:NSApplicationDidBecomeActiveNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver [[NSNotificationCenter defaultCenter] addObserver:g_FocusObserver
selector:@selector(onApplicationBecomeInactive:) selector:@selector(onApplicationBecomeInactive:)
name:NSApplicationDidResignActiveNotification name:NSApplicationDidResignActiveNotification

@ -21,6 +21,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. // 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
@ -63,7 +64,11 @@
#include "TargetConditionals.h" #include "TargetConditionals.h"
#endif #endif
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE (SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)) #if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) #define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
@ -168,7 +173,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
// Multi-viewport support // Multi-viewport support
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
Uint8 window_event = event->window.event; Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED) if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED || window_event == SDL_WINDOWEVENT_FOCUS_GAINED || window_event == SDL_WINDOWEVENT_FOCUS_LOST)
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID))) if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
{ {
if (window_event == SDL_WINDOWEVENT_CLOSE) if (window_event == SDL_WINDOWEVENT_CLOSE)
@ -177,6 +182,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
viewport->PlatformRequestMove = true; viewport->PlatformRequestMove = true;
if (window_event == SDL_WINDOWEVENT_RESIZED) if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true; viewport->PlatformRequestResize = true;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
return true; return true;
} }
break; break;
@ -191,10 +200,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
// Check and store if we are on a SDL backend that supports global mouse position // Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
bool mouse_can_use_global_state = false; bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
mouse_can_use_global_state = true; mouse_can_use_global_state = true;
@ -341,7 +350,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
// Update mouse buttons // Update mouse buttons
int mouse_x_local, mouse_y_local; int mouse_x_local, mouse_y_local;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local); Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false; bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;

@ -35,9 +35,11 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host windo doesn't have focus.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). // 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-08: Fix ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). // 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). // 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). // 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. // 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
@ -394,13 +396,6 @@ void ImGui_ImplWin32_NewFrame()
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
bd->Time = current_time; bd->Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
io.KeySuper = false;
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
// Update OS mouse position // Update OS mouse position
ImGui_ImplWin32_UpdateMousePos(); ImGui_ImplWin32_UpdateMousePos();
@ -498,17 +493,24 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA; io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
return 0; return 0;
case WM_KEYDOWN: case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return 0;
case WM_KEYUP: case WM_KEYUP:
case WM_SYSKEYDOWN:
case WM_SYSKEYUP: case WM_SYSKEYUP:
{
bool down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
if (wParam < 256) if (wParam < 256)
io.KeysDown[wParam] = 0; io.KeysDown[wParam] = down;
if (wParam == VK_CONTROL)
io.KeyCtrl = down;
if (wParam == VK_SHIFT)
io.KeyShift = down;
if (wParam == VK_MENU)
io.KeyAlt = down;
return 0; return 0;
}
case WM_SETFOCUS:
case WM_KILLFOCUS: case WM_KILLFOCUS:
memset(io.KeysDown, 0, sizeof(io.KeysDown)); io.AddFocusEvent(msg == WM_SETFOCUS);
return 0; return 0;
case WM_CHAR: case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.

@ -108,10 +108,13 @@ Breaking Changes:
- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): - Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
- ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
- ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
- Backends: GLFW: backend now needs to use glfwSetCursorEnterCallback(). (#3751, #4377, #2445) - Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd]
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you. - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callbacks
with glfwSetCursorEnterCallback(), and forward events to the backend via ImGui_ImplGlfw_CursorEnterCallback(). and forward them to the backend:
- Register glfwSetCursorEnterCallback, forward events to ImGui_ImplGlfw_CursorEnterCallback().
- Register glfwSetWindowFocusCallback, forward events to ImGui_ImplGlfw_WindowFocusCallback().
- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal] - Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal]
Kept inline redirection function (will obsolete). Kept inline redirection function (will obsolete).
- Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to - Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to
@ -119,11 +122,14 @@ Breaking Changes:
This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application. This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application.
It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
you can ignore SDL_MOUSEBUTTONDOWN that events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event). you can ignore SDL_MOUSEBUTTONDOWN that events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to - Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered" not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
return value of ButtonBehavior() rather than (HoveredId == id). return value of ButtonBehavior() rather than (HoveredId == id).
Other Changes: Other Changes:
- IO: Added io.AddFocusEvent() api for backend to tell when host window has gained/lost focus. (#4388) [@thedmd]
If you use a custom backend, consider adding support for this!
- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItmeFlags_UnsavedDocument display a dot instead of a '*' so it - Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItmeFlags_UnsavedDocument display a dot instead of a '*' so it
is independent from font style. When in a tab, the dot is displayed at the same position as the close button. is independent from font style. When in a tab, the dot is displayed at the same position as the close button.
Added extra comments to clarify the purpose of this flag in the context of docked windows. Added extra comments to clarify the purpose of this flag in the context of docked windows.
@ -136,10 +142,13 @@ Other Changes:
- Tables: Fix invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233) - Tables: Fix invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
- TabBar: Fixed using more than 32 KB-worth of tab names. (#4176) - TabBar: Fixed using more than 32 KB-worth of tab names. (#4176)
- InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211) - InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211)
- InputText: Fixed named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) [@kfsone]
- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272) - Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
- Drag and Drop: fix using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip. [@JeffM2501]
- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered. - Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered.
- Menus: fix hovering a disabled menu or menu item not closing other menus. (#211) - Menus: fix hovering a disabled menu or menu item not closing other menus. (#211)
- Popups: fix BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups] - Popups: fix BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups]
- Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439)
- Nav: Disabled items are not candidate for default focus. (#211, #787) - Nav: Disabled items are not candidate for default focus. (#211, #787)
- Disabled: disabled items set HoveredId, allowing e.g. HoveredIdTimer to function. (#211, #3419) [@rokups] - Disabled: disabled items set HoveredId, allowing e.g. HoveredIdTimer to function. (#211, #3419) [@rokups]
- Disabled: disabled mode more consistently release active id if the active item got disabled. (#211) - Disabled: disabled mode more consistently release active id if the active item got disabled. (#211)
@ -151,10 +160,13 @@ Other Changes:
- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269) - Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269) - Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
- Fonts: Add U+FFFD ("replacement character") to default asian glyphs ranges. (#4269) - Fonts: Add U+FFFD ("replacement character") to default asian glyphs ranges. (#4269)
- Fonts: Fix calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487) - Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487)
- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles.
Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd]
- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171) - Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
implying that the file is required. implying that the file is required.
- Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. [@rokups]
- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their - Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their
data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard
backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to
@ -166,6 +178,10 @@ Other Changes:
- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with - Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with
'#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301) '#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301)
- Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377) - Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377)
- Backends: Win32, SDL2, GLFW, OSX, Allegro: now calling io.AddFocusEvent() on focus gain/loss. (#4388) [@thedmd]
This allow us to ignore certain inputs on focus loss (previously relied on mouse loss but backends are now
reporting mouse even when host window is unfocused, as per #2445, #2696, #3751, #4377)
- Backends: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622)
- Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445) - Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
(backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will (backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will
need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback). need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback).
@ -174,6 +190,10 @@ Other Changes:
- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins] - Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments - Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
about building on 32-bit systems. (#4225) [@kingofthebongo2008] about building on 32-bit systems. (#4225) [@kingofthebongo2008]
- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
initialize the same loader as the backend. [@rokups]
Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998) - Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous] - Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369] - Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
@ -181,6 +201,7 @@ Other Changes:
- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups] - Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid] - Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
- Examples: DX12: Removed unecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid] - Examples: DX12: Removed unecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups]
- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key). - Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
Other OSX examples were not affected. (#4253, #1873) [@rokups] Other OSX examples were not affected. (#4253, #1873) [@rokups]
- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg. - Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.

@ -117,21 +117,18 @@ GLFW (Mac) + Metal example. <BR>
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR> [example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR> GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR> = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR> **DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended. state, and might confuse your GPU driver. One star, not recommended.
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR> [example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline). <BR> GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern OpenGL calls and custom shaders. <BR> This uses more modern OpenGL calls and custom shaders. <BR>
This may actually also work with OpenGL 2.x contexts! <BR>
Prefer using that if you are using modern OpenGL in your application (anything with shaders). Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR> [example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
GLFW (Win32, Mac, Linux) + Vulkan example. <BR> GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
@ -167,7 +164,6 @@ SDL2 (Mac) + Metal example. <BR>
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR> SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR> = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR> **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial make things more complicated, will require your code to reset many OpenGL attributes to their initial
@ -177,10 +173,7 @@ state, and might confuse your GPU driver. One star, not recommended.
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR> SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern OpenGL calls and custom shaders. <BR> This uses more modern OpenGL calls and custom shaders. <BR>
Prefer using that if you are using modern OpenGL in your application (anything with shaders). This may actually also work with OpenGL 2.x contexts! <BR>
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR> [example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR> SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>

@ -66,7 +66,7 @@ or view this file with any Markdown viewer.
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI). **This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library. (The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
##### [Return to Index](#index) ##### [Return to Index](#index)

@ -27,7 +27,7 @@ Dear ImGui is particularly suited to integration in games engine (for tooling),
### Usage ### Usage
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.). **The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h).
**No specific build process is required**. You can add the .cpp files to your existing project. **No specific build process is required**. You can add the .cpp files to your existing project.

@ -433,7 +433,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads? - backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) - backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)

@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -177,4 +177,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
</Project> </Project>

@ -287,7 +287,6 @@
CODE_SIGN_STYLE = Automatic; CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12; MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)"; PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..; USER_HEADER_SEARCH_PATHS = ../..;
}; };
name = Debug; name = Debug;
@ -298,7 +297,6 @@
CODE_SIGN_STYLE = Automatic; CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12; MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)"; PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..; USER_HEADER_SEARCH_PATHS = ../..;
}; };
name = Release; name = Release;

@ -23,15 +23,18 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CPPFLAGS =
LDFLAGS =
EMS =
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS ## EMSCRIPTEN OPTIONS
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
EMS += -s USE_SDL=2 -s WASM=1 # ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s ALLOW_MEMORY_GROWTH=1 EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0 EMS += -s DISABLE_EXCEPTION_CATCHING=1
EMS += -s ASSERTIONS=1 LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) # Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp #EMS += -s BINARYEN_TRAP_MODE=clamp
@ -43,7 +46,8 @@ EMS += -s ASSERTIONS=1
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) # (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0 USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0) ifeq ($(USE_FILE_SYSTEM), 0)
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif endif
ifeq ($(USE_FILE_SYSTEM), 1) ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
@ -53,12 +57,10 @@ endif
## FINAL BUILD FLAGS ## FINAL BUILD FLAGS
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
CPPFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g #CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os CPPFLAGS += -Wall -Wformat -Os $(EMS)
CPPFLAGS += $(EMS) LDFLAGS += --shell-file shell_minimal.html $(EMS)
LIBS += $(EMS)
LDFLAGS += --shell-file shell_minimal.html
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## BUILD RULES ## BUILD RULES
@ -73,9 +75,6 @@ LDFLAGS += --shell-file shell_minimal.html
%.o:$(IMGUI_DIR)/backends/%.cpp %.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
all: $(EXE) all: $(EXE)
@echo Build complete for $(EXE) @echo Build complete for $(EXE)
@ -86,7 +85,7 @@ serve: all
python3 -m http.server -d $(WEB_DIR) python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR) $(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LIBS) $(LDFLAGS) $(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean: clean:
rm -rf $(OBJS) $(WEB_DIR) rm -rf $(OBJS) $(WEB_DIR)

@ -23,15 +23,18 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CPPFLAGS =
LDFLAGS =
EMS =
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS ## EMSCRIPTEN OPTIONS
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
EMS += -s USE_GLFW=3 -s USE_WEBGPU=1 -s WASM=1 # ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s ALLOW_MEMORY_GROWTH=1 EMS += -s DISABLE_EXCEPTION_CATCHING=1
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0 LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
EMS += -s ASSERTIONS=1 LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Emscripten allows preloading a file or folder to be accessible at runtime. # Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" # The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
@ -39,7 +42,8 @@ EMS += -s ASSERTIONS=1
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) # (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0 USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0) ifeq ($(USE_FILE_SYSTEM), 0)
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif endif
ifeq ($(USE_FILE_SYSTEM), 1) ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
@ -49,12 +53,11 @@ endif
## FINAL BUILD FLAGS ## FINAL BUILD FLAGS
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
CPPFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g #CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os CPPFLAGS += -Wall -Wformat -Os $(EMS)
CPPFLAGS += $(EMS)
LIBS += $(EMS)
#LDFLAGS += --shell-file shell_minimal.html #LDFLAGS += --shell-file shell_minimal.html
LDFLAGS += $(EMS)
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## BUILD RULES ## BUILD RULES
@ -79,7 +82,7 @@ serve: all
python3 -m http.server -d $(WEB_DIR) python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR) $(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LIBS) $(LDFLAGS) $(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean: clean:
rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre

@ -28,39 +28,9 @@ CXXFLAGS += -g -Wall -Wformat
LIBS = LIBS =
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## OPENGL LOADER / OPENGL ES ## OPENGL ES
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## See below for OpenGL ES option (no loader required) - comment out
## the following if you want to use OpenGL ES instead of Desktop GL.
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# LIBS += -lGLEW
## Using OpenGL loader: glad
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glad2
# SOURCES += ../libs/glad/src/gl.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD2
## Using OpenGL loader: glbinding
## This assumes a system-wide installation
## of either version 3.0.0 (or newer)
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
# LIBS += -lglbinding
## or the older version 2.x
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
## Using OpenGL ES, no loader required
## This assumes a GL ES library available in the system, e.g. libGLESv2.so ## This assumes a GL ES library available in the system, e.g. libGLESv2.so
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 # CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
# LINUX_GL_LIBS = -lGLESv2 # LINUX_GL_LIBS = -lGLESv2
@ -109,12 +79,6 @@ endif
%.o:$(IMGUI_DIR)/backends/%.cpp %.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE) all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE) @echo Build complete for $(ECHO_MESSAGE)

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

@ -90,7 +90,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -104,7 +104,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -162,7 +162,6 @@
<ClCompile Include="..\..\imgui_widgets.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
@ -171,8 +170,7 @@
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" /> <ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" /> <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" /> <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />
@ -181,4 +179,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
</Project> </Project>

@ -8,9 +8,6 @@
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier> <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions> <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter> </Filter>
<Filter Include="gl3w">
<UniqueIdentifier>{42f99867-3108-43b8-99d0-fabefaf1f2e3}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="main.cpp"> <ClCompile Include="main.cpp">
@ -19,9 +16,6 @@
<ClCompile Include="..\..\imgui.cpp"> <ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
<Filter>gl3w</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp"> <ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
@ -48,12 +42,6 @@
<ClInclude Include="..\..\imgui.h"> <ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
@ -63,6 +51,9 @@
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h"> <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />

@ -7,37 +7,10 @@
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
#include <stdio.h> #include <stdio.h>
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h> #include <GLES2/gl2.h>
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif #endif
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
@ -88,30 +61,6 @@ int main(int, char**)
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync glfwSwapInterval(1); // Enable vsync
// Initialize OpenGL loader
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
bool err = gl3wInit() != 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false;
glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return 1;
}
// Setup Dear ImGui context // Setup Dear ImGui context
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();

@ -40,7 +40,7 @@ endif
ifeq ($(UNAME_S), Linux) #LINUX ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux" ECHO_MESSAGE = "Linux"
ifneq ($(WITH_EXTRA_WARNINGS), 0) ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Wextra -Wpedantic CXXFLAGS += -Wextra -Wpedantic
ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1) ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
CXXFLAGS += -Wshadow -Wsign-conversion CXXFLAGS += -Wshadow -Wsign-conversion
@ -51,15 +51,15 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X" ECHO_MESSAGE = "Mac OS X"
ifneq ($(WITH_EXTRA_WARNINGS), 0) ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long -Wno-poison-system-directories
endif endif
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
ifeq ($(OS), Windows_NT) ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW" ECHO_MESSAGE = "MinGW"
ifneq ($(WITH_EXTRA_WARNINGS), 0) ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Wextra -Wpedantic CXXFLAGS += -Wextra -Wpedantic
endif endif
LIBS += -limm32 LIBS += -limm32

@ -28,39 +28,9 @@ CXXFLAGS += -g -Wall -Wformat
LIBS = LIBS =
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## OPENGL LOADER / OPENGL ES ## OPENGL ES
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## See below for OpenGL ES option (no loader required) - comment out
## the following if you want to use OpenGL ES instead of Desktop GL.
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# LIBS += -lGLEW
## Using OpenGL loader: glad
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glad2
# SOURCES += ../libs/glad/src/gl.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD2
## Using OpenGL loader: glbinding
## This assumes a system-wide installation
## of either version 3.0.0 (or newer)
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
# LIBS += -lglbinding
## or the older version 2.x
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
## Using OpenGL ES, no loader required
## This assumes a GL ES library available in the system, e.g. libGLESv2.so ## This assumes a GL ES library available in the system, e.g. libGLESv2.so
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 # CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
# LINUX_GL_LIBS = -lGLESv2 # LINUX_GL_LIBS = -lGLESv2
@ -111,12 +81,6 @@ endif
%.o:$(IMGUI_DIR)/backends/%.cpp %.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $< $(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE) all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE) @echo Build complete for $(ECHO_MESSAGE)

@ -9,21 +9,21 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
``` ```
set SDL2_DIR=path_to_your_sdl2_folder set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit: # or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
``` ```
- On Linux and similar Unixes - On Linux and similar Unixes
``` ```
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -ldl
``` ```
- On Mac OS X - On Mac OS X
``` ```
brew install sdl2 brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
``` ```

@ -1,8 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug @set OUT_DIR=Debug
@set OUT_EXE=example_sdl_opengl3 @set OUT_EXE=example_sdl_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I..\libs\gl3w @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

@ -90,7 +90,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -104,7 +104,7 @@
<ClCompile> <ClCompile>
<WarningLevel>Level4</WarningLevel> <WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
@ -120,7 +120,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -140,7 +140,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck> <BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile> </ClCompile>
<Link> <Link>
@ -162,7 +162,6 @@
<ClCompile Include="..\..\imgui_widgets.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
@ -170,9 +169,8 @@
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" /> <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" /> <ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />
@ -181,4 +179,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>
</Project> </Project>

@ -8,9 +8,6 @@
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier> <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions> <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter> </Filter>
<Filter Include="gl3w">
<UniqueIdentifier>{f9997b32-5479-4756-9ffc-77793ad3764f}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\imgui.cpp"> <ClCompile Include="..\..\imgui.cpp">
@ -25,9 +22,6 @@
<ClCompile Include="main.cpp"> <ClCompile Include="main.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
<Filter>gl3w</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp"> <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
@ -51,15 +45,12 @@
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h"> <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl.h"> <ClInclude Include="..\..\backends\imgui_impl_sdl.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>

@ -1,6 +1,5 @@
// Dear ImGui: standalone example application for SDL2 + OpenGL // Dear ImGui: standalone example application for SDL2 + OpenGL
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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 // Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -9,33 +8,9 @@
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
#include <stdio.h> #include <stdio.h>
#include <SDL.h> #include <SDL.h>
#include <SDL_opengl.h>
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h> #include <SDL_opengles2.h>
// About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif #endif
// Main code // Main code
@ -84,30 +59,6 @@ int main(int, char**)
SDL_GL_MakeCurrent(window, gl_context); SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync SDL_GL_SetSwapInterval(1); // Enable vsync
// Initialize OpenGL loader
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
bool err = gl3wInit() != 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
bool err = gladLoadGL((GLADloadfunc)SDL_GL_GetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false;
glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return 1;
}
// Setup Dear ImGui context // Setup Dear ImGui context
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();

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@ -1214,6 +1214,22 @@ void ImGuiIO::ClearInputCharacters()
InputQueueCharacters.resize(0); InputQueueCharacters.resize(0);
} }
void ImGuiIO::AddFocusEvent(bool focused)
{
if (focused)
return;
// Clear buttons state when focus is lost
// (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)
memset(KeysDown, 0, sizeof(KeysDown));
for (int n = 0; n < IM_ARRAYSIZE(KeysDownDuration); n++)
KeysDownDuration[n] = KeysDownDurationPrev[n] = -1.0f;
KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
KeyMods = KeyModsPrev = ImGuiKeyModFlags_None;
for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)
NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) // [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -4717,6 +4733,7 @@ void ImGui::EndFrame()
// Clear Input data for next frame // Clear Input data for next frame
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
g.IO.InputQueueCharacters.resize(0); g.IO.InputQueueCharacters.resize(0);
g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it.
memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
CallContextHooks(&g, ImGuiContextHookType_EndFramePost); CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
@ -9755,16 +9772,6 @@ static void ImGui::NavUpdate()
io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
if (io.KeyShift) if (io.KeyShift)
io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
// AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl)
// But also even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
if (io.KeyAlt && !io.KeyCtrl)
io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
// We automatically cancel toggling nav layer when any text has been typed while holding Alt. (See #370)
if (io.KeyAlt && !io.KeyCtrl && g.NavWindowingToggleLayer && io.InputQueueCharacters.Size > 0)
g.NavWindowingToggleLayer = false;
#undef NAV_MAP_KEY #undef NAV_MAP_KEY
} }
memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));
@ -10257,6 +10264,8 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
static void ImGui::NavUpdateWindowing() static void ImGui::NavUpdateWindowing()
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiWindow* apply_focus_window = NULL; ImGuiWindow* apply_focus_window = NULL;
bool apply_toggle_layer = false; bool apply_toggle_layer = false;
@ -10268,25 +10277,25 @@ static void ImGui::NavUpdateWindowing()
// Fade out // Fade out
if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
{ {
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
g.NavWindowingTargetAnim = NULL; g.NavWindowingTargetAnim = NULL;
} }
// Start CTRL-TAB or Square+L/R window selection // Start CTRL-TAB or Square+L/R window selection
bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{ {
g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
} }
// Gamepad update // Gamepad update
g.NavWindowingTimer += g.IO.DeltaTime; g.NavWindowingTimer += io.DeltaTime;
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
{ {
// Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
@ -10318,31 +10327,49 @@ static void ImGui::NavUpdateWindowing()
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
if (IsKeyPressedMap(ImGuiKey_Tab, true)) if (IsKeyPressedMap(ImGuiKey_Tab, true))
NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);
if (!g.IO.KeyCtrl) if (!io.KeyCtrl)
apply_focus_window = g.NavWindowingTarget; apply_focus_window = g.NavWindowingTarget;
} }
// Keyboard: Press and Release ALT to toggle menu layer // Keyboard: Press and Release ALT to toggle menu layer
// FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
{
g.NavWindowingToggleLayer = true; g.NavWindowingToggleLayer = true;
if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) g.NavInputSource = ImGuiInputSource_Keyboard;
if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) }
apply_toggle_layer = true; if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
{
// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
g.NavWindowingToggleLayer = false;
// Apply layer toggle on release
// Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false)
// Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer)
if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
apply_toggle_layer = true;
if (!io.KeyAlt)
g.NavWindowingToggleLayer = false;
}
// Move window // Move window
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{ {
ImVec2 move_delta; ImVec2 move_delta;
if (g.NavInputSource == ImGuiInputSource_Keyboard && !g.IO.KeyShift) if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
if (g.NavInputSource == ImGuiInputSource_Gamepad) if (g.NavInputSource == ImGuiInputSource_Gamepad)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f) if (move_delta.x != 0.0f || move_delta.y != 0.0f)
{ {
const float NAV_MOVE_SPEED = 800.0f; const float NAV_MOVE_SPEED = 800.0f;
const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
MarkIniSettingsDirty(moving_window); MarkIniSettingsDirty(moving_window);
@ -10579,7 +10606,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
{ {
ImGuiWindow* tooltip_window = g.CurrentWindow; ImGuiWindow* tooltip_window = g.CurrentWindow;
tooltip_window->SkipItems = true; tooltip_window->Hidden = tooltip_window->SkipItems = true;
tooltip_window->HiddenFramesCanSkipItems = 1; tooltip_window->HiddenFramesCanSkipItems = 1;
} }
} }
@ -16915,16 +16942,17 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
{ {
IM_ASSERT(show_mesh || show_aabb); IM_ASSERT(show_mesh || show_aabb);
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
// Draw wire-frame version of all triangles // Draw wire-frame version of all triangles
ImRect clip_rect = draw_cmd->ClipRect; ImRect clip_rect = draw_cmd->ClipRect;
ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
ImDrawListFlags backup_flags = out_draw_list->Flags; ImDrawListFlags backup_flags = out_draw_list->Flags;
out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; ) for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
{ {
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
ImVec2 triangle[3]; ImVec2 triangle[3];
for (int n = 0; n < 3; n++, idx_n++) for (int n = 0; n < 3; n++, idx_n++)
vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));

@ -62,7 +62,7 @@ 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 "1.84 WIP" #define IMGUI_VERSION "1.84 WIP"
#define IMGUI_VERSION_NUM 18313 #define IMGUI_VERSION_NUM 18314
#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
@ -1448,13 +1448,12 @@ enum ImGuiNavInput_
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyRight_, // move right
ImGuiNavInput_KeyUp_, // move up ImGuiNavInput_KeyUp_, // move up
ImGuiNavInput_KeyDown_, // move down ImGuiNavInput_KeyDown_, // move down
ImGuiNavInput_COUNT, ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
}; };
// Configuration flags stored in io.ConfigFlags. Set by user/application. // Configuration flags stored in io.ConfigFlags. Set by user/application.
@ -1952,6 +1951,7 @@ struct ImGuiIO
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
IMGUI_API void AddFocusEvent(bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus
//------------------------------------------------------------------ //------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render() // Output - Updated by NewFrame() or EndFrame()/Render()
@ -1979,6 +1979,7 @@ struct ImGuiIO
//------------------------------------------------------------------ //------------------------------------------------------------------
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyModFlags KeyModsPrev; // Previous key mods
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click) double MouseClickedTime[5]; // Time of last click (used to figure out double-click)

@ -506,7 +506,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
{ {
HelpMarker( HelpMarker(
"Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
"Here we expose then as read-only fields to avoid breaking interactions with your backend."); "Here we expose them as read-only fields to avoid breaking interactions with your backend.");
// Make a local copy to avoid modifying actual backend flags. // Make a local copy to avoid modifying actual backend flags.
ImGuiBackendFlags backend_flags = io.BackendFlags; ImGuiBackendFlags backend_flags = io.BackendFlags;

@ -1485,24 +1485,22 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
return; return;
// Obtain segment count
if (num_segments <= 0) if (num_segments <= 0)
{ {
// Automatic segment count // Use arc with automatic segment count
num_segments = _CalcCircleAutoSegmentCount(radius); _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
_Path.Size--;
} }
else else
{ {
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
}
// Because we are filling a closed shape we remove 1 from the count of segments/points // Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
if (num_segments == 12)
PathArcToFast(center, radius - 0.5f, 0, 12 - 1);
else
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
}
PathStroke(col, ImDrawFlags_Closed, thickness); PathStroke(col, ImDrawFlags_Closed, thickness);
} }
@ -1511,24 +1509,22 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
return; return;
// Obtain segment count
if (num_segments <= 0) if (num_segments <= 0)
{ {
// Automatic segment count // Use arc with automatic segment count
num_segments = _CalcCircleAutoSegmentCount(radius); _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
_Path.Size--;
} }
else else
{ {
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
}
// Because we are filling a closed shape we remove 1 from the count of segments/points // Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
if (num_segments == 12)
PathArcToFast(center, radius, 0, 12 - 1);
else
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
}
PathFillConvex(col); PathFillConvex(col);
} }

@ -88,6 +88,13 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif #endif
// Helper macros
#if defined(__clang__)
#define IM_NORETURN __attribute__((noreturn))
#else
#define IM_NORETURN
#endif
// Legacy defines // Legacy defines
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS #error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
@ -2652,8 +2659,8 @@ namespace ImGui
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)' // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)'
// (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' // (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd() inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd()
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem inline IM_NORETURN void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
#endif #endif
// Logging/Capture // Logging/Capture

@ -3848,6 +3848,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
unsigned int c = *p_char; unsigned int c = *p_char;
// Filter non-printable (NB: isprint is unreliable! see #2467) // Filter non-printable (NB: isprint is unreliable! see #2467)
bool apply_named_filters = true;
if (c < 0x20) if (c < 0x20)
{ {
bool pass = false; bool pass = false;
@ -3855,6 +3856,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
if (!pass) if (!pass)
return false; return false;
apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.
} }
if (input_source != ImGuiInputSource_Clipboard) if (input_source != ImGuiInputSource_Clipboard)
@ -3873,7 +3875,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
return false; return false;
// Generic named filters // Generic named filters
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)))
{ {
// The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf. // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf.
// The standard mandate that programs starts in the "C" locale where the decimal point is '.'. // The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
@ -3970,6 +3972,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImGuiWindow* draw_window = window; ImGuiWindow* draw_window = window;
ImVec2 inner_size = frame_size; ImVec2 inner_size = frame_size;
ImGuiItemStatusFlags item_status_flags = 0;
if (is_multiline) if (is_multiline)
{ {
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
@ -3978,6 +3981,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
EndGroup(); EndGroup();
return false; return false;
} }
item_status_flags = g.LastItemData.StatusFlags;
// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
@ -4004,6 +4008,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (!(flags & ImGuiInputTextFlags_MergedItem)) if (!(flags & ImGuiInputTextFlags_MergedItem))
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
return false; return false;
item_status_flags = g.LastItemData.StatusFlags;
} }
const bool hovered = ItemHoverable(frame_bb, id); const bool hovered = ItemHoverable(frame_bb, id);
if (hovered) if (hovered)
@ -4012,8 +4017,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// We are only allowed to access the state if we are already the active widget. // We are only allowed to access the state if we are already the active widget.
ImGuiInputTextState* state = GetInputTextState(id); ImGuiInputTextState* state = GetInputTextState(id);
const bool focus_requested_by_code = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByCode) != 0; const bool focus_requested_by_code = (item_status_flags & ImGuiItemStatusFlags_FocusedByCode) != 0;
const bool focus_requested_by_tabbing = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool user_clicked = hovered && io.MouseClicked[0]; const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));

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