Merge branch 'master' into viewport

# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/vulkan_example/main.cpp
#	imgui.h
docking
omar 7 years ago
commit 56ad2a2d74

@ -37,10 +37,23 @@ HOW TO UPDATE?
-----------------------------------------------------------------------
VERSION 1.60 WIP (Latest, currently in development)
VERSION 1.61 WIP
Breaking Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.61)
- ...
Other Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.61)
- ...
-----------------------------------------------------------------------
VERSION 1.60 (Released 2018-04-07)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitely.
Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly.
Various internal refactors have also been done, as part of the navigation work and as part of the upcoing viewport/docking work.
VIEWPORT BRANCH
@ -75,45 +88,45 @@ VIEWPORT BRANCH
- Internal: Settings: Added ReadCloseFn handler to be able to patch/alter a loaded object after all the fields are known.
Breaking Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
- Reorganized context handling to be more explicit, (#1599)
- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render().
e.g. with example back-ends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data).
- Reorganized context handling to be more explicit: (#1599)
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- removed Shutdown() function, as DestroyContext() serve this purpose.
- removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old back-end from the examples/ folder, remove the line that calls Shutdown().
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
- Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core, and honored by some binding ahead of merging the Nav branch).
- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some binding ahead of merging the Nav branch).
- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now.
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
Other Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub.
- Navigation: merged in the gamepad/keyboard navigation (about one million changes!). (#787, #323)
- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323)
The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- To use Gamepad Navigation:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details.
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
- To use Keyboard Navigation:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
- To use Gamepad Navigation:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping.
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787)
- Navigation: Added window flags: ImGuiWindowFlags_NoNav (ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787)
- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079)
- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787)
@ -133,11 +146,10 @@ Other Changes:
- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541)
- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
- IO: Added IsAnyMouseDown() helper which is helpful for bindings to handle mouse capturing.
- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (ref #1381, #1337)
- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337)
- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
- Window: CloseButton: Fixed cross positioning being a little off.
- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541)
- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
@ -146,7 +158,7 @@ Other Changes:
- Style: Enable window border by default. (#707)
- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
- Style: Close button nows display a cross before hovering. Uses button colors for highlight when hovering. (#707)
- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
- Popup: OpenPopup() Always reopen existing popup. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
@ -172,7 +184,7 @@ Other Changes:
- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer.
If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
- Fonts: Moved extra_fonts/ to misc/fonts/.
@ -183,7 +195,7 @@ Other Changes:
- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
- ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering.
- Misc: Functions passed to libc qsort are explicitely marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later.
- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555)
- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h)
@ -192,7 +204,6 @@ Other Changes:
- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files.
- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
- Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags).
(Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.)
- Metrics: Added display of Columns state.
- Demo: Improved Selectable() examples. (#1528)
@ -203,6 +214,7 @@ Other Changes:
- Examples: Using Dark theme by default. (#707). Tweaked demo code.
- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc.
- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) in every other back-ends. (#1733)
- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3]
- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504)
- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504).
@ -224,8 +236,7 @@ Other Changes:
- Examples: Vulkan: Visual Studio: Added .vcxproj file.
- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.]
- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
- Internals: Lots of refactoring!
- Various minor fixes, tweaks, optimizations, comments.
- Various fixes, tweaks, internal refactoring, optimizations, comments.
-----------------------------------------------------------------------
@ -590,7 +601,7 @@ Other Changes:
- ImFont: Added GetGlyphRangesThai() helper. [@nProtect]
- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character.
- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is.
- ImFontConfig: Added GlyphOffset to explicitely offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API)
- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API)
- Clarified asserts in CheckStacksSize() when there is a stack mismatch.
- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586)
- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976)
@ -614,7 +625,7 @@ Other Changes:
- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824)
- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems]
- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909)
- Examples: DirectX9: Explicitely setting viewport to match that other examples are doing. (#937)
- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937)
- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800)
- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity.
- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)

@ -96,7 +96,7 @@ Demo Binaries
-------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20180207.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180207.zip) (Windows binaries, Dear ImGui 1.60 WIP built 2018/01/07, 5 executables)
- [imgui-demo-binaries-20180407.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180407.zip) (Windows binaries, Dear ImGui 1.60 built 2018/04/07, 5 executables)
The demo applications are unfortunately not yet DPI aware so expect some blurryness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.

@ -224,6 +224,7 @@ int main(int, char**)
ImGui::DestroyContext();
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;

@ -242,6 +242,7 @@ int main(int, char**)
ImGui::DestroyContext();
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;

@ -421,7 +421,9 @@ int main(int, char**)
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;

@ -192,6 +192,7 @@ int main(int, char**)
if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;

@ -14,6 +14,7 @@
// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2018-XX-XX: DirectX10: Offset projection matrix and clipping rectangle by draw_data->DisplayPos (which will be non-zero for multi-viewport applications).
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX10: Disabling depth-write.

@ -14,8 +14,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2018-XX-XX: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.

@ -132,6 +132,8 @@ int main(int, char**)
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;

@ -139,6 +139,8 @@ int main(int, char**)
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;

@ -496,6 +496,8 @@ int main(int, char**)
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
CleanupVulkan();
glfwDestroyWindow(window);
glfwTerminate();
return 0;

@ -1,4 +1,4 @@
// dear imgui, v1.60 WIP
// dear imgui, v1.61 WIP
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@ -83,7 +83,7 @@
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
- General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW
PROGRAMMER GUIDE
@ -223,15 +223,6 @@
- The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- Keyboard:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
will be set. For more advanced uses, you may want to read from:
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
- or query focus information with e.g. IsWindowFocused(), IsItemFocused() etc. functions.
Please reach out if you think the game vs navigation input sharing could be improved.
- Gamepad:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
@ -241,7 +232,16 @@
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target.
- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
- Keyboard:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
will be set. For more advanced uses, you may want to read from:
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
- or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
Please reach out if you think the game vs navigation input sharing could be improved.
- Mouse:
- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
@ -1391,8 +1391,8 @@ ImU32 ImGui::GetColorU32(ImU32 col)
float style_alpha = GImGui->Style.Alpha;
if (style_alpha >= 1.0f)
return col;
int a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
a = (int)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
}
@ -1483,7 +1483,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int*
}
int file_size = (int)file_size_signed;
void* file_data = ImGui::MemAlloc(file_size + padding_bytes);
void* file_data = ImGui::MemAlloc((size_t)(file_size + padding_bytes));
if (file_data == NULL)
{
fclose(f);
@ -1496,7 +1496,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int*
return NULL;
}
if (padding_bytes > 0)
memset((void *)(((char*)file_data) + file_size), 0, padding_bytes);
memset((void *)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
fclose(f);
if (out_file_size)
@ -1783,7 +1783,7 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
}
Buf.resize(needed_sz);
ImFormatStringV(&Buf[write_off - 1], len + 1, fmt, args_copy);
ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
}
void ImGuiTextBuffer::appendf(const char* fmt, ...)
@ -3881,7 +3881,7 @@ void ImGui::NewFrame()
NewFrameUpdateMovingWindow();
NewFrameUpdateHoveredWindowAndCaptureFlags();
if (ImGuiWindow* modal_window = GetFrontMostModalRootWindow())
if (GetFrontMostModalRootWindow() != NULL)
g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
else
g.ModalWindowDarkeningRatio = 0.0f;
@ -8560,32 +8560,6 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
return pressed;
}
// [Internal]
bool ImGui::ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + padding.x * 2.0f, g.FontSize + padding.y * 2.0f));
ItemSize(bb, style.FramePadding.y);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderArrow(bb.Min + padding, dir, 1.0f);
return pressed;
}
void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
{
ImGuiWindow* window = GetCurrentWindow();
@ -9259,7 +9233,7 @@ static size_t GDataTypeSize[ImGuiDataType_COUNT] =
// NB: This is _not_ a full expression evaluator. We should probably add one though..
static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
{
while (ImCharIsSpace(*buf))
while (ImCharIsSpace((unsigned int)*buf))
buf++;
// We don't support '-' op because it would conflict with inputing negative value.
@ -9268,7 +9242,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
if (op == '+' || op == '*' || op == '/')
{
buf++;
while (ImCharIsSpace(*buf))
while (ImCharIsSpace((unsigned int)*buf))
buf++;
}
else
@ -12505,7 +12479,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
{
value_changed = true;
char* p = buf;
while (*p == '#' || ImCharIsSpace(*p))
while (*p == '#' || ImCharIsSpace((unsigned int)*p))
p++;
i[0] = i[1] = i[2] = i[3] = 0;
if (alpha)

@ -1,4 +1,4 @@
// dear imgui, v1.60 WIP
// dear imgui, v1.61 WIP
// (headers)
// See imgui.cpp file for documentation.
@ -21,7 +21,7 @@
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.60 WIP"
#define IMGUI_VERSION "1.61 WIP"
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
@ -759,8 +759,8 @@ enum ImGuiKey_
enum ImGuiNavInput_
{
// Gamepad Mapping
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Circle (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Cross (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)

@ -1,4 +1,4 @@
// dear imgui, v1.60 WIP
// dear imgui, v1.61 WIP
// (demo code)
// Message to the person tempted to delete this file when integrating ImGui into their code base:

@ -1,4 +1,4 @@
// dear imgui, v1.60 WIP
// dear imgui, v1.61 WIP
// (drawing and font code)
// Contains implementation for
@ -1640,6 +1640,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
if (Flags & ImFontAtlasFlags_NoMouseCursors)
return false;
IM_ASSERT(CustomRectIds[0] != -1);
ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]];
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
@ -2435,7 +2436,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
while (s < text_end)
{
const char c = *s;
if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
if (ImCharIsSpace((unsigned int)c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
}
continue;
}
@ -2560,7 +2561,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
while (s < text_end)
{
const char c = *s;
if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
if (ImCharIsSpace((unsigned int)c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
}
continue;
}

@ -1,4 +1,4 @@
// dear imgui, v1.60 WIP
// dear imgui, v1.61 WIP
// (internals)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -98,7 +98,7 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline bool ImCharIsSpace(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
@ -1149,7 +1149,6 @@ namespace ImGui
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
IMGUI_API bool ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFlags flags = 0);
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);

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