Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
docking
ocornut 3 years ago
commit 16abfa5eb6

@ -9,7 +9,8 @@
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -9,7 +9,8 @@
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -11,9 +11,10 @@
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) // - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// https://github.com/ocornut/imgui // 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
// 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)

@ -11,9 +11,10 @@
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) // - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// https://github.com/ocornut/imgui // 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
#pragma once #pragma once

@ -6,7 +6,8 @@
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -6,7 +6,8 @@
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -6,7 +6,8 @@
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -6,7 +6,8 @@
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -11,7 +11,8 @@
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -10,7 +10,8 @@
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -6,7 +6,8 @@
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -6,7 +6,8 @@
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -13,7 +13,8 @@
// Issues: // Issues:
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -12,7 +12,8 @@
// Issues: // Issues:
// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). // [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -11,7 +11,8 @@
// [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -11,7 +11,8 @@
// [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support. // [ ] Platform: Missing gamepad support.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -6,7 +6,8 @@
// Missing features: // Missing features:
// [ ] Renderer: Clipping rectangles are not honored. // [ ] Renderer: Clipping rectangles are not honored.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -4,7 +4,8 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -7,7 +7,8 @@
// Missing features: // Missing features:
// [ ] Renderer: Multi-viewport / platform windows. // [ ] Renderer: Multi-viewport / platform windows.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -7,7 +7,8 @@
// Missing features: // Missing features:
// [ ] Renderer: Multi-viewport / platform windows. // [ ] Renderer: Multi-viewport / platform windows.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -5,7 +5,8 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -5,7 +5,8 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -8,7 +8,8 @@
// [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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -8,7 +8,8 @@
// [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 copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -9,7 +9,8 @@
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. // [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// [ ] Platform: Multi-viewport / platform windows. // [ ] Platform: Multi-viewport / platform windows.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -9,7 +9,8 @@
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters].. // [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
// [ ] Platform: Multi-viewport / platform windows. // [ ] Platform: Multi-viewport / platform windows.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -13,7 +13,8 @@
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). // [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -12,7 +12,8 @@
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. // [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows). // [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -7,7 +7,8 @@
// Missing features: // Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914 // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -7,7 +7,8 @@
// [ ] Platform: Multi-viewport / platform windows. // [ ] Platform: Multi-viewport / platform windows.
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914 // [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -6,7 +6,8 @@
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -6,7 +6,8 @@
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -8,7 +8,8 @@
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -8,7 +8,8 @@
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // 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

@ -104,6 +104,8 @@ Other changes:
----------------------------------------------------------------------- -----------------------------------------------------------------------
Other Changes: Other Changes:
- TabBar: Fixed using more than 32 KB-worth of tab names. (#4176)
- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
- 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.

@ -199,7 +199,7 @@ Ongoing Dear ImGui development is currently financially supported by users and p
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse) - [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse)
*Double-chocolate and Salty caramel sponsors* *Double-chocolate and Salty caramel sponsors*
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [O-Net Communications (USA)](http://en.o-netcom.com), [Supercell](https://supercell.com), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui) - [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Adobe](https://www.adobe.com/products/medium.html), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [O-Net Communications (USA)](http://en.o-netcom.com), [Supercell](https://supercell.com), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui)
Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for past sponsors. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for past sponsors.
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.

@ -9221,7 +9221,7 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
} }
// Note that this is used for popups, which can overlap the non work-area of individual viewports. // Note that this is used for popups, which can overlap the non work-area of individual viewports.
ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImRect r_screen; ImRect r_screen;
@ -9246,7 +9246,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImRect r_outer = GetWindowAllowedExtentRect(window); ImRect r_outer = GetPopupAllowedExtentRect(window);
if (window->Flags & ImGuiWindowFlags_ChildMenu) if (window->Flags & ImGuiWindowFlags_ChildMenu)
{ {
// Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
@ -16249,10 +16249,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
if (cfg->ShowTablesRects && g.NavWindow != NULL) if (cfg->ShowTablesRects && g.NavWindow != NULL)
{ {
for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
{ {
ImGuiTable* table = g.Tables.GetByIndex(table_n); ImGuiTable* table = g.Tables.TryGetMapData(table_n);
if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
continue; continue;
BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
@ -16369,11 +16369,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
} }
// Details for TabBars // Details for TabBars
if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
{ {
for (int n = 0; n < g.TabBars.GetSize(); n++) for (int n = 0; n < g.TabBars.GetMapSize(); n++)
if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
{ {
ImGuiTabBar* tab_bar = g.TabBars.GetByIndex(n);
PushID(tab_bar); PushID(tab_bar);
DebugNodeTabBar(tab_bar, "TabBar"); DebugNodeTabBar(tab_bar, "TabBar");
PopID(); PopID();
@ -16382,10 +16382,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
} }
// Details for Tables // Details for Tables
if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
{ {
for (int n = 0; n < g.Tables.GetSize(); n++) for (int n = 0; n < g.Tables.GetMapSize(); n++)
DebugNodeTable(g.Tables.GetByIndex(n)); if (ImGuiTable* table = g.Tables.TryGetMapData(n))
DebugNodeTable(table);
TreePop(); TreePop();
} }
@ -16555,10 +16556,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// Overlay: Display Tables Rectangles // Overlay: Display Tables Rectangles
if (cfg->ShowTablesRects) if (cfg->ShowTablesRects)
{ {
for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
{ {
ImGuiTable* table = g.Tables.GetByIndex(table_n); ImGuiTable* table = g.Tables.TryGetMapData(table_n);
if (table->LastFrameActive < g.FrameCount - 1) if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
continue; continue;
ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)

@ -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 18302 #define IMGUI_VERSION_NUM 18304
#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
@ -92,12 +92,12 @@ Index of this file:
#endif #endif
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__) #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__)
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#else #else
#define IM_FMTARGS(FMT) #define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT) #define IM_FMTLIST(FMT)

@ -624,20 +624,30 @@ struct IMGUI_API ImPool
ImVector<T> Buf; // Contiguous data ImVector<T> Buf; // Contiguous data
ImGuiStorage Map; // ID->Index ImGuiStorage Map; // ID->Index
ImPoolIdx FreeIdx; // Next free idx to use ImPoolIdx FreeIdx; // Next free idx to use
ImPoolIdx AliveCount; // Number of active/alive items (for display purpose)
ImPool() { FreeIdx = 0; } ImPool() { FreeIdx = AliveCount = 0; }
~ImPool() { Clear(); } ~ImPool() { Clear(); }
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }
T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } T* GetByIndex(ImPoolIdx n) { return &Buf[n]; }
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }
bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; } void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; }
T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; } T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; }
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); } void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; }
void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }
int GetSize() const { return Buf.Size; }
// To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }
// Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()
int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose)
int GetBufSize() const { return Buf.Size; }
int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere
T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304)
#endif
}; };
// Helper: ImChunkStream<> // Helper: ImChunkStream<>
@ -2168,7 +2178,7 @@ enum ImGuiTabItemFlagsPrivate_
ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
}; };
// Storage for one active tab item (sizeof() 32~40 bytes) // Storage for one active tab item (sizeof() 48 bytes)
struct ImGuiTabItem struct ImGuiTabItem
{ {
ImGuiID ID; ImGuiID ID;
@ -2179,12 +2189,12 @@ struct ImGuiTabItem
float Offset; // Position relative to beginning of tab float Offset; // Position relative to beginning of tab
float Width; // Width currently displayed float Width; // Width currently displayed
float ContentWidth; // Width of label, stored during BeginTabItem() call float ContentWidth; // Width of label, stored during BeginTabItem() call
ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS16 IndexDuringLayout; // Index only used during TabBarLayout() ImS16 IndexDuringLayout; // Index only used during TabBarLayout()
bool WantClose; // Marked as closed by SetTabItemClosed() bool WantClose; // Marked as closed by SetTabItemClosed()
ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; } ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }
}; };
// Storage for a tab bar (sizeof() 152 bytes) // Storage for a tab bar (sizeof() 152 bytes)
@ -2228,7 +2238,7 @@ struct IMGUI_API ImGuiTabBar
{ {
if (tab->Window) if (tab->Window)
return tab->Window->Name; return tab->Window->Name;
IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
return TabsNames.Buf.Data + tab->NameOffset; return TabsNames.Buf.Data + tab->NameOffset;
} }
}; };
@ -2507,7 +2517,6 @@ namespace ImGui
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
@ -2621,11 +2630,15 @@ namespace ImGui
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImGuiWindow* GetTopMostPopupModal();
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
// Combos
IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);
// Gamepad/Keyboard Navigation // Gamepad/Keyboard Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API bool NavMoveRequestButNoResultYet(); IMGUI_API bool NavMoveRequestButNoResultYet();

@ -3293,8 +3293,9 @@ void ImGui::TableLoadSettings(ImGuiTable* table)
static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{ {
ImGuiContext& g = *ctx; ImGuiContext& g = *ctx;
for (int i = 0; i != g.Tables.GetSize(); i++) for (int i = 0; i != g.Tables.GetMapSize(); i++)
g.Tables.GetByIndex(i)->SettingsOffset = -1; if (ImGuiTable* table = g.Tables.TryGetMapData(i))
table->SettingsOffset = -1;
g.SettingsTables.clear(); g.SettingsTables.clear();
} }
@ -3302,9 +3303,9 @@ static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandle
static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
{ {
ImGuiContext& g = *ctx; ImGuiContext& g = *ctx;
for (int i = 0; i != g.Tables.GetSize(); i++) for (int i = 0; i != g.Tables.GetMapSize(); i++)
if (ImGuiTable* table = g.Tables.TryGetMapData(i))
{ {
ImGuiTable* table = g.Tables.GetByIndex(i);
table->IsSettingsRequestLoad = true; table->IsSettingsRequestLoad = true;
table->SettingsOffset = -1; table->SettingsOffset = -1;
} }

@ -1543,7 +1543,9 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// [SECTION] Widgets: ComboBox // [SECTION] Widgets: ComboBox
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// - CalcMaxPopupHeightFromItemCount() [Internal]
// - BeginCombo() // - BeginCombo()
// - BeginComboPopup() [Internal]
// - EndCombo() // - EndCombo()
// - Combo() // - Combo()
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
@ -1558,74 +1560,84 @@ static float CalcMaxPopupHeightFromItemCount(int items_count)
bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
{ {
// Always consume the SetNextWindowSizeConstraint() call in our early return paths
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0;
g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
if (window->SkipItems) if (window->SkipItems)
return false; return false;
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
const ImGuiStyle& style = g.Style; const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label); const ImGuiID id = window->GetID(label);
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float expected_w = CalcItemWidth(); const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(total_bb, style.FramePadding.y); ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb)) if (!ItemAdd(total_bb, id, &bb))
return false; return false;
// Open on click
bool hovered, held; bool hovered, held;
bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); bool pressed = ButtonBehavior(bb, id, &hovered, &held);
const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
if ((pressed || g.NavActivateId == id) && !popup_open)
{
OpenPopupEx(popup_id, ImGuiPopupFlags_None);
popup_open = true;
}
// Render shape
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);
RenderNavHighlight(frame_bb, id); RenderNavHighlight(bb, id);
if (!(flags & ImGuiComboFlags_NoPreview)) if (!(flags & ImGuiComboFlags_NoPreview))
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);
if (!(flags & ImGuiComboFlags_NoArrowButton)) if (!(flags & ImGuiComboFlags_NoArrowButton))
{ {
ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text); ImU32 text_col = GetColorU32(ImGuiCol_Text);
window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);
if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)
RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
} }
RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);
// Render preview and label
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
{ {
ImVec2 preview_pos = frame_bb.Min + style.FramePadding;
if (g.LogEnabled) if (g.LogEnabled)
LogSetNextTextDecoration("{", "}"); LogSetNextTextDecoration("{", "}");
RenderTextClipped(preview_pos, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);
} }
if (label_size.x > 0) if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);
if ((pressed || g.NavActivateId == id) && !popup_open) if (!popup_open)
{ return false;
if (window->DC.NavLayerCurrent == 0)
window->NavLastIds[0] = id; g.NextWindowData.Flags = backup_next_window_data_flags;
OpenPopupEx(popup_id, ImGuiPopupFlags_None); return BeginComboPopup(popup_id, bb, flags);
popup_open = true;
} }
if (!popup_open) bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)
{
ImGuiContext& g = *GImGui;
if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))
{
g.NextWindowData.ClearFlags();
return false; return false;
}
if (has_window_size_constraint) // Set popup size
float w = bb.GetWidth();
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
{ {
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
} }
else else
@ -1640,30 +1652,27 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
} }
// This is essentially a specialized version of BeginPopupEx()
char name[16]; char name[16];
ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
// Position the window given a custom constraint (peak into expected window size so we can position it) // Set position given a custom constraint (peak into expected window size so we can position it)
// This might be easier to express with an hypothetical SetNextWindowPosConstraints() function. // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
// FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?
if (ImGuiWindow* popup_window = FindWindowByName(name)) if (ImGuiWindow* popup_window = FindWindowByName(name))
if (popup_window->WasActive) if (popup_window->WasActive)
{ {
// Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);
if (flags & ImGuiComboFlags_PopupAlignLeft) popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)"
popup_window->AutoPosLastDirection = ImGuiDir_Left; // "Below, Toward Left" ImRect r_outer = GetPopupAllowedExtentRect(popup_window);
else ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);
popup_window->AutoPosLastDirection = ImGuiDir_Down; // "Below, Toward Right (default)"
ImRect r_outer = GetWindowAllowedExtentRect(popup_window);
ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
SetNextWindowPos(pos); SetNextWindowPos(pos);
} }
// We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text
// Horizontally align ourselves with the framed text
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
bool ret = Begin(name, NULL, window_flags); bool ret = Begin(name, NULL, window_flags);
PopStyleVar(); PopStyleVar();
if (!ret) if (!ret)
@ -7837,7 +7846,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
else else
{ {
IM_ASSERT(tab->Window == NULL); IM_ASSERT(tab->Window == NULL);
tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator.
} }

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