Merge branch 'master' into viewport

# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_dx9.cpp
#	examples/opengl2_example/imgui_impl_glfw_gl2.cpp
#	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
#	examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
#	imgui.h
This commit is contained in:
omar 2018-03-20 22:14:34 +01:00
commit 172570acae
21 changed files with 193 additions and 123 deletions

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@ -91,6 +91,7 @@ Breaking Changes:
- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- 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).
- 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.
@ -98,6 +99,7 @@ Breaking Changes:
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)
The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- To use Keyboard Navigation:
@ -105,7 +107,8 @@ Other Changes:
- 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. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
- 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)
@ -119,6 +122,8 @@ Other Changes:
- Context: Removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions() and shared by all contexts. (#1565, #586, #992, #1007, #1558)
- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it.
- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
- IO: Added io.ConfigFlags for user application to store settings for imgui and for the back-end (currently: _NavEnableKeyboard, _NavEnableGamepad, _NavEnableSetMousePos, _NoSetMouseCursor).
- IO: Added io.BackendFlags for back-end to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version.
- 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.
@ -169,12 +174,13 @@ Other Changes:
- 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: ImVec2: added [] operator. This is becoming desirable for some types of code, better added sooner than later.
- Misc: Exposed IM_OFFSETOF() helper in imgui.h.
- 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)
- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53.
- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualizer imgui internal types. Added to examples projects.
- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualize imgui internal types. Added to examples projects.
- 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.)
@ -186,6 +192,7 @@ Other Changes:
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed.
- 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: 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).

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@ -118,7 +118,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarForViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);

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@ -136,7 +136,7 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_EnableDpiScaleFonts;
io.ConfigFlags |= ImGuiConfigFlags_EnableDpiScaleViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarForViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd);

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@ -477,10 +477,12 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) != S_OK)
return false;
ImGuiIO& io = ImGui::GetIO();
g_pd3dDevice = device;
g_pFactory = pFactory;
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplDX10_InitPlatformInterface();
return true;

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@ -484,11 +484,13 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) != S_OK)
return false;
ImGuiIO& io = ImGui::GetIO();
g_pd3dDevice = device;
g_pd3dDeviceContext = device_context;
g_pFactory = pFactory;
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplDX11_InitPlatformInterface();
return true;

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@ -604,8 +604,10 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
g_pFrameResources[i].IndexBufferSize = 10000;
}
// Setup back-end capabilities flags
// FIXME-VIEWPORT: Actually unfinshed..
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports; // FIXME-VIEWPORT: Actually unfinshed..
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplDX12_InitPlatformInterface();

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@ -18,7 +18,7 @@
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
@ -115,8 +115,17 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
{
g_Window = window;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#if GLFW_HAS_GLFW_HOVERED
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
#endif
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@ -159,7 +168,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)g_Window;
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplGlfw_InitPlatformInterface();
@ -192,8 +200,9 @@ void ImGui_ImplGlfw_Shutdown()
static void ImGui_ImplGlfw_UpdateMouse()
{
#if 0
if (io.WantMoveMouse)
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
// Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y);
#endif
ImGuiIO& io = ImGui::GetIO();
@ -233,15 +242,18 @@ static void ImGui_ImplGlfw_UpdateMouse()
}
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
if ((io.ConfigFlags & ImGuiConfigFlags_NoSetMouseCursor) == 0)
{
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
}
else
{
glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
}
@ -293,6 +305,10 @@ void ImGui_ImplGlfw_NewFrame()
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
@ -387,7 +403,7 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
// GLFW hack: Hide icon from task bar
HWND hwnd = glfwGetWin32Window(data->Window);
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar)
if (io.ConfigFlags & ImGuiConfigFlags_NoTaskBarForViewports)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;

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@ -50,8 +50,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
strcpy(g_GlslVersion, glsl_version);
strcat(g_GlslVersion, "\n");
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplOpenGL3_InitPlatformInterface();
return true;

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@ -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: Misc: ImGui_ImplSDL2_Init() now takes a SDL_GLContext parameter.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoSetMouseCursor flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 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.
@ -122,8 +123,14 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
{
g_Window = window;
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
#if SDL_HAS_CAPTURE_MOUSE
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
@ -171,10 +178,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
#if SDL_HAS_CAPTURE_MOUSE
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
#endif
if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports))
if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
return true;
@ -233,15 +237,18 @@ static void ImGui_ImplSDL2_UpdateMouse()
#endif
// Update OS/hardware mouse cursor if imgui isn't drawing a software cursor
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
if ((io.ConfigFlags & ImGuiConfigFlags_NoSetMouseCursor) == 0)
{
SDL_ShowCursor(SDL_FALSE);
}
else
{
SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(SDL_TRUE);
ImGuiMouseCursor cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None)
{
SDL_ShowCursor(SDL_FALSE);
}
else
{
SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(SDL_TRUE);
}
}
}
@ -346,7 +353,7 @@ static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar)
if (io.ConfigFlags & ImGuiConfigFlags_NoTaskBarForViewports)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
@ -448,9 +455,6 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0;
// Register main window handle
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();

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@ -713,9 +713,11 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
g_Allocator = info->Allocator;
g_CheckVkResultFn = info->CheckVkResultFn;
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplVulkan_CreateDeviceObjects();
io.ConfigFlags |= ImGuiConfigFlags_RendererHasViewports;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplVulkan_InitPlatformInterface();

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@ -9,9 +9,10 @@
// CHANGELOG
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoSetMouseCursor flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
@ -38,10 +39,22 @@ bool ImGui_ImplWin32_Init(void* hwnd)
if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
g_hWnd = (HWND)hwnd;
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
// Our mouse update function expect PlatformHandle to be filled for the main viewport
g_hWnd = (HWND)hwnd;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)g_hWnd;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplWin32_InitPlatformInterface();
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@ -65,14 +78,6 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.ImeWindowHandle = g_hWnd;
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)g_hWnd;
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui_ImplWin32_InitPlatformInterface();
return true;
}
@ -82,9 +87,12 @@ void ImGui_ImplWin32_Shutdown()
g_hWnd = (HWND)0;
}
static void ImGui_ImplWin32_UpdateMouseCursor()
static bool ImGui_ImplWin32_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoSetMouseCursor)
return false;
ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None)
{
@ -107,6 +115,7 @@ static void ImGui_ImplWin32_UpdateMouseCursor()
}
::SetCursor(::LoadCursor(NULL, win32_cursor));
}
return true;
}
// This code supports multiple OS Windows mapped into different ImGui viewports,
@ -129,7 +138,6 @@ static void ImGui_ImplWin32_UpdateMousePos()
return;
// Our back-end can tell which window is under the mouse cursor (not every back-end can), so pass that info to imgui
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasMouseHoveredViewport;
HWND hovered_hwnd = ::WindowFromPoint(pos);
if (hovered_hwnd)
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
@ -170,8 +178,8 @@ void ImGui_ImplWin32_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
// Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
::ClientToScreen(g_hWnd, &pos);
@ -259,11 +267,8 @@ IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wPa
io.AddInputCharacter((unsigned short)wParam);
return 0;
case WM_SETCURSOR:
if (LOWORD(lParam) == HTCLIENT)
{
ImGui_ImplWin32_UpdateMouseCursor();
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
return 1;
}
return 0;
}
return 0;
@ -368,7 +373,7 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
ImGuiIO& io = ImGui::GetIO();
bool no_decoration = (viewport->Flags & ImGuiViewportFlags_NoDecoration) != 0;
bool no_task_bar = (io.ConfigFlags & ImGuiConfigFlags_PlatformNoTaskBar) != 0;
bool no_task_bar = (io.ConfigFlags & ImGuiConfigFlags_NoTaskBarForViewports) != 0;
if (no_decoration)
{
data->DwStyle = WS_POPUP;

View File

@ -36,7 +36,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarForViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls

View File

@ -38,7 +38,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarForViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui_ImplSDL2_Init(window, gl_context);

View File

@ -335,7 +335,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarForViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup SDL binding

View File

@ -347,7 +347,7 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_EnableViewports;
io.ConfigFlags |= ImGuiConfigFlags_PlatformNoTaskBar;
io.ConfigFlags |= ImGuiConfigFlags_NoTaskBarForViewports;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup GLFW binding

View File

@ -37,8 +37,12 @@
//---- Pack colors to BGRA8 instead of RGBA8 (if you needed to convert from one to another anyway)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Implement STB libraries in a namespace to avoid linkage conflicts (defaults to global namespace)
//#define IMGUI_STB_NAMESPACE ImGuiStb
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of imgui cpp files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.

View File

@ -224,7 +224,8 @@
- 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. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
- 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 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
@ -235,11 +236,11 @@
- Mouse:
- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavMoveMouse flag.
Enabling ImGuiConfigFlags_NavMoveMouse instructs dear imgui to move your mouse cursor along with navigation movements.
When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it wants the mouse cursor to be moved.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that.
(If you set the NavMoveMouse flag but don't honor 'io.WantMoveMouse' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
(If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!)
(In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
to set a boolean to ignore your other external mouse positions until the external source is moved again.)
@ -251,6 +252,7 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2018/03/20 (1.60) - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
- 2018/03/12 (1.60) - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
- 2018/03/08 (1.60) - Changed ImFont::DisplayOffset.y to default 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.
- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
@ -857,9 +859,10 @@ ImGuiIO::ImGuiIO()
memset(this, 0, sizeof(*this));
// Settings
ConfigFlags = 0x00;
BackendFlags = 0x00;
DisplaySize = ImVec2(-1.0f, -1.0f);
DeltaTime = 1.0f/60.0f;
ConfigFlags = 0x00;
IniSavingRate = 5.0f;
IniFilename = "imgui.ini";
LogFilename = "imgui_log.txt";
@ -2023,7 +2026,7 @@ static void SetNavID(ImGuiID id, int nav_layer)
g.NavWindow->NavLastIds[nav_layer] = id;
}
static void SetNavIDAndMoveMouse(ImGuiID id, int nav_layer, const ImRect& rect_rel)
static void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
SetNavID(id, nav_layer);
@ -2327,7 +2330,7 @@ static void NavRestoreLayer(int layer)
if (layer == 0)
g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
SetNavIDAndMoveMouse(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
else
ImGui::NavInitWindow(g.NavWindow, true);
}
@ -2975,13 +2978,13 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_
static void ImGui::NavUpdate()
{
ImGuiContext& g = *GImGui;
g.IO.WantMoveMouse = false;
g.IO.WantSetMousePos = false;
#if 0
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
g.NavInputSource = ImGuiInputSource_NavGamepad;
@ -3012,7 +3015,7 @@ static void ImGui::NavUpdate()
// Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
IM_ASSERT(g.NavWindow);
if (g.NavInitRequestFromMove)
SetNavIDAndMoveMouse(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
else
SetNavID(g.NavInitResultId, g.NavLayer);
g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
@ -3040,7 +3043,7 @@ static void ImGui::NavUpdate()
// Apply result from previous frame navigation directional move request
ClearActiveID();
g.NavWindow = result->Window;
SetNavIDAndMoveMouse(result->ID, g.NavLayer, result->RectRel);
SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
g.NavJustMovedToId = result->ID;
g.NavMoveFromClampedRefRect = false;
}
@ -3058,10 +3061,10 @@ static void ImGui::NavUpdate()
if (g.NavMousePosDirty && g.NavIdIsAlive)
{
// Set mouse position given our knowledge of the nav widget position from last frame
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavMoveMouse)
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
{
g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredMousePos();
g.IO.WantMoveMouse = true;
g.IO.WantSetMousePos = true;
}
g.NavMousePosDirty = false;
}
@ -3078,7 +3081,9 @@ static void ImGui::NavUpdate()
NavUpdateWindowing();
// Set output flags for user application
g.IO.NavActive = (g.IO.ConfigFlags & (ImGuiConfigFlags_NavEnableGamepad | ImGuiConfigFlags_NavEnableKeyboard)) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
// Process NavCancel input (to close a popup, get back to parent, clear focus)
@ -3428,7 +3433,7 @@ static void ImGui::UpdateViewports()
// Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
ImGuiViewportP* viewport_hovered = NULL;
if (g.IO.ConfigFlags & ImGuiConfigFlags_PlatformHasMouseHoveredViewport)
if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
viewport_hovered = g.IO.MouseHoveredViewport ? FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
@ -3610,12 +3615,12 @@ void ImGui::NewFrame()
// Perform simple checks for multi-viewport and platform windows support
if (g.IO.ConfigFlags & ImGuiConfigFlags_EnableViewports)
{
if ((g.IO.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports) && (g.IO.ConfigFlags & ImGuiConfigFlags_RendererHasViewports))
if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
{
IM_ASSERT(g.FrameCount == 0 || g.FrameCountPlatformEnded == g.FrameCount && "Forgot to call UpdatePlatformWindows() at the end of the previous frame?");
IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
IM_ASSERT(g.Viewports[0]->PlatformUserData != NULL && "Platform init didn't setup main viewport.");
IM_ASSERT(g.Viewports[0]->PlatformUserData != NULL && "Platform init didn't setup main viewport.");
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IM_ASSERT(g.IO.RenderDrawListsFn == NULL); // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
#endif
@ -6539,7 +6544,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
float sc = g.Style.MouseCursorScale;
ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos;
ImRect rect_to_avoid;
if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavMoveMouse))
if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
else
rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
@ -11841,7 +11846,7 @@ void ImGui::EndMenuBar()
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
FocusWindow(window);
SetNavIDAndMoveMouse(window->NavLastIds[1], 1, window->NavRectRel[1]);
SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
g.NavLayer = 1;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;

54
imgui.h
View File

@ -95,6 +95,7 @@ typedef int ImGuiStyleVar; // enum: a variable identifier for styling
typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
typedef int ImDrawListFlags; // flags: for ImDrawList // enum ImDrawListFlags_
typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_
typedef int ImGuiBackendFlags; // flags: for io.BackendFlags // enum ImGuiBackendFlags_
typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_
typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_
@ -751,7 +752,7 @@ enum ImGuiKey_
// [BETA] Gamepad/Keyboard directional navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
enum ImGuiNavInput_
{
@ -784,31 +785,37 @@ enum ImGuiNavInput_
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
};
// Configuration flags stored in io.ConfigFlags
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
// Navigation
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[].
ImGuiConfigFlags_NavMoveMouse = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantMoveMouse=true. If enabled you MUST honor io.WantMoveMouse requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Request navigation to allow moving the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Do not set the io.WantCaptureKeyboard flag with io.NavActive is set.
ImGuiConfigFlags_NoSetMouseCursor = 1 << 4, // Request back-end to not alter mouse cursor configuration.
// [BETA] Viewports
ImGuiConfigFlags_EnableViewports = 1 << 4, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_EnableDpiScaleViewports = 1 << 5,
ImGuiConfigFlags_EnableDpiScaleFonts = 1 << 6,
ImGuiConfigFlags_EnableViewports = 1 << 5, // Viewport enable flags (require both ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
ImGuiConfigFlags_EnableDpiScaleViewports = 1 << 6,
ImGuiConfigFlags_EnableDpiScaleFonts = 1 << 7,
ImGuiConfigFlags_NoTaskBarForViewports = 1 << 8,
ImGuiConfigFlags_PlatformNoTaskBar = 1 << 10,
ImGuiConfigFlags_PlatformHasViewports = 1 << 11, // Back-end Platform supports multiple viewports
ImGuiConfigFlags_PlatformHasMouseHoveredViewport = 1 << 12, // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines. Don't see this without studying how the examples/ back-end handle it.
ImGuiConfigFlags_PlatformHasWantMoveMouseSupport = 1 << 13, // Back-end Platform supports io.WantMoveMouse request by updating the OS mouse cursor position (currently only used by ImGuiConfigFlags_NavMoveMouse feature, will be useful for widgets teleporting/wrapping the cursor)
ImGuiConfigFlags_PlatformHasWindowAlpha = 1 << 14, // Back-end Platform supports transparent windows
ImGuiConfigFlags_RendererHasViewports = 1 << 15, // Back-end Renderer supports multiple viewports
// Platform Info (free of use, for user/application convenience)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Back-end is SRGB-aware (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Back-end is using a touch screen instead of a mouse (Storage flag to allow your back-end to communicate to shared widgets. Not used by core ImGui)
ImGuiConfigFlags_IsOnScreenKeyboard = 1 << 22 // Back-end uses an on-screen keyboard when io.WantTextInput is set.
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
};
// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
enum ImGuiBackendFlags_
{
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports and has a connected gamepad.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports reading GetMouseCursor() to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
// [BETA] Viewports
ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Back-end Platform supports multiple viewports.
ImGuiBackendFlags_RendererHasViewports = 1 << 11, // Back-end Renderer supports multiple viewports.
ImGuiBackendFlags_HasMouseHoveredViewport = 1 << 12 // Back-end Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines! Don't set this without studying how the examples/ back-end handle it!
};
// Enumeration for PushStyleColor() / PopStyleColor()
@ -1015,9 +1022,10 @@ struct ImGuiIO
// Settings (fill once) // Default value:
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end.
ImVec2 DisplaySize; // <unset> // Main display size. Used e.g. to clamp windows positions. This is the default viewport. Use BeginViewport() for other viewports.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Back-end options, Gamepad/keyboard navigation options, etc.
float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
@ -1091,7 +1099,7 @@ struct ImGuiIO
bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active).
bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs.
bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantMoveMouse; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavMoveMouse flag is enabled.
bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames

View File

@ -1841,15 +1841,16 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("WantTextInput: %d", io.WantTextInput);
ImGui::Text("WantMoveMouse: %d", io.WantMoveMouse);
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
ImGui::SameLine(); ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
ImGui::CheckboxFlags("io.ConfigFlags: NavMoveMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavMoveMouse);
ImGui::SameLine(); ShowHelpMarker("Request ImGui to move your move cursor when using gamepad/keyboard navigation. NewFrame() will change io.MousePos and set the io.WantMoveMouse flag, your backend will need to apply the new mouse position.");
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
ImGui::CheckboxFlags("io.ConfigFlags: NoSetMouseCursor", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoSetMouseCursor);
ImGui::SameLine(); ShowHelpMarker("Request ImGui to move your move cursor when using gamepad/keyboard navigation. NewFrame() will change io.MousePos and set the io.WantSetMousePos flag, your backend will need to apply the new mouse position.");
if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
{

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@ -61,9 +61,12 @@
// STB libraries implementation
//-------------------------------------------------------------------------
//#define IMGUI_STB_NAMESPACE ImGuiStb
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
// Compile time options:
//#define IMGUI_STB_NAMESPACE ImGuiStb
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#ifdef IMGUI_STB_NAMESPACE
namespace IMGUI_STB_NAMESPACE
@ -87,23 +90,31 @@ namespace IMGUI_STB_NAMESPACE
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
#endif
#define STBRP_ASSERT(x) IM_ASSERT(x)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#define STBRP_STATIC
#define STBRP_ASSERT(x) IM_ASSERT(x)
#define STB_RECT_PACK_IMPLEMENTATION
#endif
#ifdef IMGUI_STB_RECT_PACK_FILENAME
#include IMGUI_STB_RECT_PACK_FILENAME
#else
#include "stb_rect_pack.h"
#endif
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x))
#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x))
#define STBTT_assert(x) IM_ASSERT(x)
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#else
#define STBTT_DEF extern
#endif
#ifdef IMGUI_STB_TRUETYPE_FILENAME
#include IMGUI_STB_TRUETYPE_FILENAME
#else
#include "stb_truetype.h"
#endif
#ifdef __GNUC__
#pragma GCC diagnostic pop

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@ -659,7 +659,7 @@ struct ImGuiContext
int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavMoveMouse) if set (NB: this not enabled by default)
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest