Merge branch 'master' into docking

# Conflicts:
#	imgui.cpp
features/sdl_renderer3_multiviewports
ocornut ago%!(EXTRA string=12 months)
commit b39fc84f89
  1. 2
      backends/imgui_impl_opengl3_loader.h
  2. 12
      backends/imgui_impl_sdl3.cpp
  3. 41
      backends/imgui_impl_sdlrenderer2.cpp
  4. 2
      backends/imgui_impl_sdlrenderer2.h
  5. 43
      backends/imgui_impl_sdlrenderer3.cpp
  6. 2
      backends/imgui_impl_sdlrenderer3.h
  7. 4
      backends/imgui_impl_vulkan.cpp
  8. 23
      docs/CHANGELOG.txt
  9. 4
      docs/EXAMPLES.md
  10. 2
      examples/example_android_opengl3/main.cpp
  11. 2
      examples/example_sdl2_sdlrenderer2/main.cpp
  12. 5
      examples/example_sdl3_sdlrenderer3/main.cpp
  13. 2
      examples/libs/usynergy/uSynergy.h
  14. 64
      imgui.cpp
  15. 19
      imgui.h
  16. 1
      imgui_demo.cpp
  17. 24
      imgui_internal.h
  18. 2
      imgui_tables.cpp
  19. 21
      imgui_widgets.cpp
  20. 2
      imstb_textedit.h
  21. 2
      imstb_truetype.h
  22. 2
      misc/freetype/imgui_freetype.cpp

@ -10,7 +10,7 @@
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. // THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
// //
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): // IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h' // IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. // IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) // (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. // YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.

@ -64,6 +64,14 @@
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif #endif
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
#define SDLK_APOSTROPHE SDLK_QUOTE
#endif
#ifndef SDLK_GRAVE
#define SDLK_GRAVE SDLK_BACKQUOTE
#endif
// SDL Data // SDL Data
struct ImGui_ImplSDL3_Data struct ImGui_ImplSDL3_Data
{ {
@ -157,7 +165,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
case SDLK_SPACE: return ImGuiKey_Space; case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter; case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape; case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe; case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma; case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus; case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period; case SDLK_PERIOD: return ImGuiKey_Period;
@ -167,7 +175,7 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash; case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;

@ -22,6 +22,7 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
@ -49,9 +50,9 @@
// SDL_Renderer data // SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data struct ImGui_ImplSDLRenderer2_Data
{ {
SDL_Renderer* SDLRenderer; SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture; SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -75,7 +76,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer2"; io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->Renderer = renderer;
return true; return true;
} }
@ -94,14 +95,12 @@ void ImGui_ImplSDLRenderer2_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDLRenderer2_SetupRenderState() static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Clear out any viewports and cliprect set by the user // Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, nullptr); SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); SDL_RenderSetClipRect(renderer, nullptr);
} }
void ImGui_ImplSDLRenderer2_NewFrame() void ImGui_ImplSDLRenderer2_NewFrame()
@ -113,16 +112,14 @@ void ImGui_ImplSDLRenderer2_NewFrame()
ImGui_ImplSDLRenderer2_CreateDeviceObjects(); ImGui_ImplSDLRenderer2_CreateDeviceObjects();
} }
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// If there's a scale factor set by the user, use that instead // If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f; float rsx = 1.0f;
float rsy = 1.0f; float rsy = 1.0f;
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale; ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -141,16 +138,16 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
SDL_Rect ClipRect; SDL_Rect ClipRect;
}; };
BackupSDLRendererState old = {}; BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState(); ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -165,7 +162,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(); ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
} }
@ -182,7 +179,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
continue; continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(bd->SDLRenderer, &r); SDL_RenderSetClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -194,7 +191,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex, SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert), xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert),
@ -205,8 +202,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
} }
// Restore modified SDL_Renderer state // Restore modified SDL_Renderer state
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
} }
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
@ -222,7 +219,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr) if (bd->FontTexture == nullptr)
{ {
SDL_Log("error creating texture"); SDL_Log("error creating texture");

@ -30,7 +30,7 @@ struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();

@ -22,6 +22,7 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version. // 2023-05-30: Initial version.
@ -45,9 +46,9 @@
// SDL_Renderer data // SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data struct ImGui_ImplSDLRenderer3_Data
{ {
SDL_Renderer* SDLRenderer; SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture; SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -71,7 +72,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer3"; io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->Renderer = renderer;
return true; return true;
} }
@ -90,14 +91,12 @@ void ImGui_ImplSDLRenderer3_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDLRenderer3_SetupRenderState() static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect set by the user // Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(bd->SDLRenderer, nullptr); SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr); SDL_SetRenderClipRect(renderer, nullptr);
} }
void ImGui_ImplSDLRenderer3_NewFrame() void ImGui_ImplSDLRenderer3_NewFrame()
@ -109,16 +108,14 @@ void ImGui_ImplSDLRenderer3_NewFrame()
ImGui_ImplSDLRenderer3_CreateDeviceObjects(); ImGui_ImplSDLRenderer3_CreateDeviceObjects();
} }
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead // If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f; float rsx = 1.0f;
float rsy = 1.0f; float rsy = 1.0f;
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy); SDL_GetRenderScale(renderer, &rsx, &rsy);
ImVec2 render_scale; ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -138,17 +135,17 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
SDL_Rect ClipRect; SDL_Rect ClipRect;
}; };
BackupSDLRendererState old = {}; BackupSDLRendererState old = {};
old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE; old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE; old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport); SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect); SDL_GetRenderClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState(); ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -163,7 +160,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer3_SetupRenderState(); ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
} }
@ -180,7 +177,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
continue; continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_SetRenderClipRect(bd->SDLRenderer, &r); SDL_SetRenderClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -188,7 +185,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex, SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert), xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert),
@ -199,8 +196,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
} }
// Restore modified SDL_Renderer state // Restore modified SDL_Renderer state
SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr); SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
} }
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
@ -216,7 +213,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr) if (bd->FontTexture == nullptr)
{ {
SDL_Log("error creating texture"); SDL_Log("error creating texture");

@ -30,7 +30,7 @@ struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();

@ -44,14 +44,14 @@
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. // 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) // 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts. // 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend. // *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend.
// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time. // ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture. // You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this. // Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat. // 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code. // 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). // 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). // 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. // 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).

@ -41,8 +41,24 @@ HOW TO UPDATE?
Breaking changes: Breaking changes:
- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
for both Windows and Mac style users.
- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
place for macOS X apps in your input logic.
- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
It is now unnecessary to specific cross-platform idiomatic shortcuts.
Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
- Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
overlooked from the API but it will facilitate eventual support for multi-viewports.
Other changes: Other changes:
- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. - Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken. Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet] - Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
@ -52,6 +68,7 @@ Other changes:
- Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc - Backends: Win32: undo an assert introduced in 1.90.6 which didn't allow WndProc
handler to be called before backend initialization. Because of how ::CreateWindow() handler to be called before backend initialization. Because of how ::CreateWindow()
calls in WndProc this is facilitating. (#6275) [@MennoVink] calls in WndProc this is facilitating. (#6275) [@MennoVink]
- Backends, Examples: SDL3: updates for latest SDL3 API changes. (#7580) [@kuvaus, @ocornut]
Docking+Viewports Branch: Docking+Viewports Branch:
@ -948,7 +965,7 @@ Breaking changes:
- ListBoxFooter() -> use EndListBox() - ListBoxFooter() -> use EndListBox()
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence. - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp', - Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286) in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). - Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV] It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
@ -1558,7 +1575,7 @@ Other Changes:
- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack] - Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz] - Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz] - Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). - Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag] - Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
Docking+Viewports Branch: Docking+Viewports Branch:
@ -2471,7 +2488,7 @@ Other Changes:
alpha compositing and transparent windows. (#2766, #3447 etc.). alpha compositing and transparent windows. (#2766, #3447 etc.).
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to - Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
accross all backends), facilitating compositing of the output buffer with another buffer. across all backends), facilitating compositing of the output buffer with another buffer.
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick] (#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha] - Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844) - Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)

@ -126,7 +126,7 @@ state, and might confuse your GPU driver. One star, not recommended.
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR> GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders.<BR> This uses more modern GL calls and custom shaders.<BR>
This support building with Emscripten and targetting WebGL.<BR> This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application. Prefer using that if you are using modern GL or WebGL in your application.
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR> [example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
@ -168,7 +168,7 @@ state, and might confuse your GPU driver. One star, not recommended.
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR> SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR> This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targetting WebGL.<BR> This support building with Emscripten and targeting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application. Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR> [example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>

@ -161,7 +161,7 @@ void Init(struct android_app* app)
// We load the default font with increased size to improve readability on many devices with "high" DPI. // We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness. // FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
ImFontConfig font_cfg; ImFontConfig font_cfg;
font_cfg.SizePixels = 22.0f; font_cfg.SizePixels = 22.0f;
io.Fonts->AddFontDefault(&font_cfg); io.Fonts->AddFontDefault(&font_cfg);

@ -156,7 +156,7 @@ int main(int, char**)
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }

@ -42,7 +42,8 @@ int main(int, char**)
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1; return -1;
} }
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_PRESENTVSYNC); SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
SDL_SetRenderVSync(renderer, 1);
if (renderer == nullptr) if (renderer == nullptr)
{ {
SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError()); SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
@ -162,7 +163,7 @@ int main(int, char**)
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }

@ -200,7 +200,7 @@ typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
@brief Get time function @brief Get time function
This function is called when uSynergy needs to know the current time. This is used to determine when timeouts This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
have occured. The time base should be a cyclic millisecond time value. have occurred. The time base should be a cyclic millisecond time value.
@returns Time value in milliseconds @returns Time value in milliseconds
**/ **/

@ -438,6 +438,10 @@ CODE
- likewise io.MousePos and GetMousePos() will use OS coordinates. - likewise io.MousePos and GetMousePos() will use OS coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
- 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
- it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
- removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
- 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
- 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
- old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
- new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.
@ -559,7 +563,7 @@ CODE
- Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
note: for all calls to IO new functions, the Dear ImGui context should be bound/current. note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
read https://github.com/ocornut/imgui/issues/4921 for details. read https://github.com/ocornut/imgui/issues/4921 for details.
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
@ -1008,7 +1012,8 @@ CODE
#else #else
#include <windows.h> #include <windows.h>
#endif #endif
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions #if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)
// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS #define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS #define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
#endif #endif
@ -1525,7 +1530,17 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
ImGuiContext& g = *Ctx; ImGuiContext& g = *Ctx;
IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
// MacOS: swap Cmd(Super) and Ctrl
if (g.IO.ConfigMacOSXBehaviors)
{
if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; }
else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; }
else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; }
else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; }
else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; }
else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
}
// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
@ -6753,7 +6768,7 @@ void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
// - WindowE // .. returns NULL // - WindowE // .. returns NULL
// Notes: // Notes:
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. // - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
// Only difference is here we check for ->Active/WasActive but it may be unecessary. // Only difference is here we check for ->Active/WasActive but it may be unnecessary.
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7123,7 +7138,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// SIZE // SIZE
// Outer Decoration Sizes // Outer Decoration Sizes
// (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations). // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations).
const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
window->DecoOuterSizeX1 = 0.0f; window->DecoOuterSizeX1 = 0.0f;
window->DecoOuterSizeX2 = 0.0f; window->DecoOuterSizeX2 = 0.0f;
@ -8168,7 +8183,7 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
// When changing hovered window we requires a bit of stationary delay before activating hover timer. // When changing hovered window we requires a bit of stationary delay before activating hover timer.
// FIXME: We don't support delay other than stationary one for now, other delay would need a way // FIXME: We don't support delay other than stationary one for now, other delay would need a way
// to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true
// for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
// We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
if (flags & ImGuiHoveredFlags_ForTooltip) if (flags & ImGuiHoveredFlags_ForTooltip)
@ -8894,9 +8909,9 @@ ImGuiID ImGui::GetID(const void* ptr_id)
// - Shortcut() [Internal] // - Shortcut() [Internal]
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord) ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord)
{ {
// Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (IsModKey(key)) if (IsModKey(key))
{ {
@ -8909,8 +8924,6 @@ ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord)
if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
key_chord |= ImGuiMod_Super; key_chord |= ImGuiMod_Super;
} }
if (key_chord & ImGuiMod_Shortcut)
return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl);
return key_chord; return key_chord;
} }
@ -8920,7 +8933,7 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
// Special storage location for mods // Special storage location for mods
if (key & ImGuiMod_Mask_) if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(ctx, key); key = ConvertSingleModFlagToKey(key);
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
@ -8971,10 +8984,10 @@ IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
const char* ImGui::GetKeyName(ImGuiKey key) const char* ImGui::GetKeyName(ImGuiKey key)
{ {
ImGuiContext& g = *GImGui;
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
#else #else
ImGuiContext& g = *GImGui;
if (IsLegacyKey(key)) if (IsLegacyKey(key))
{ {
if (g.IO.KeyMap[key] == -1) if (g.IO.KeyMap[key] == -1)
@ -8986,23 +8999,22 @@ const char* ImGui::GetKeyName(ImGuiKey key)
if (key == ImGuiKey_None) if (key == ImGuiKey_None)
return "None"; return "None";
if (key & ImGuiMod_Mask_) if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(&g, key); key = ConvertSingleModFlagToKey(key);
if (!IsNamedKey(key)) if (!IsNamedKey(key))
return "Unknown"; return "Unknown";
return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
} }
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
key_chord = FixupKeyChord(&g, key_chord); key_chord = FixupKeyChord(key_chord);
ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s",
(key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
(key_chord & ImGuiMod_Shift) ? "Shift+" : "", (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
(key_chord & ImGuiMod_Alt) ? "Alt+" : "", (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
(key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", (key_chord & ImGuiMod_Super) ? "Super+" : "",
GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
return g.TempKeychordName; return g.TempKeychordName;
} }
@ -9121,8 +9133,8 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
if (key == ImGuiKey_None) if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(&g, mods); key = ConvertSingleModFlagToKey(mods);
IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function. IM_ASSERT(IsNamedKey(key));
// Get (in the majority of case, the linked list will have one element so this should be 2 reads. // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
// Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
@ -9195,7 +9207,7 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
// When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super)); const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl));
if (ignore_char_inputs) if (ignore_char_inputs)
return false; return false;
@ -9218,8 +9230,8 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None); IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
// Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
key_chord = FixupKeyChord(&g, key_chord); key_chord = FixupKeyChord(key_chord);
// [DEBUG] Debug break requested by user // [DEBUG] Debug break requested by user
if (g.DebugBreakInShortcutRouting == key_chord) if (g.DebugBreakInShortcutRouting == key_chord)
@ -9255,7 +9267,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
{ {
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None) if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_)); key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_));
if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
return false; return false;
} }
@ -9287,9 +9299,8 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. // Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
{ {
ImGuiContext& g = *GImGui;
const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
key_chord = FixupKeyChord(&g, key_chord); key_chord = FixupKeyChord(key_chord);
ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
return routing_data->RoutingCurr == routing_id; return routing_data->RoutingCurr == routing_id;
} }
@ -10195,7 +10206,6 @@ void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, I
if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
if (key_chord & ImGuiMod_Shortcut) { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
} }
@ -10230,7 +10240,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
key_chord = FixupKeyChord(&g, key_chord); key_chord = FixupKeyChord(key_chord);
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
if (g.IO.KeyMods != mods) if (g.IO.KeyMods != mods)
return false; return false;
@ -10238,7 +10248,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiIn
// Special storage location for mods // Special storage location for mods
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None) if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(&g, mods); key = ConvertSingleModFlagToKey(mods);
if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_))) if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_)))
return false; return false;
return true; return true;

@ -28,7 +28,7 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.7 WIP" #define IMGUI_VERSION "1.90.7 WIP"
#define IMGUI_VERSION_NUM 19062 #define IMGUI_VERSION_NUM 19063
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch
@ -720,7 +720,7 @@ namespace ImGui
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip(). IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals // Popups, Modals
@ -1489,13 +1489,13 @@ enum ImGuiKey : int
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
// - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
ImGuiMod_None = 0, ImGuiMod_None = 0,
ImGuiMod_Ctrl = 1 << 12, // Ctrl ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS)
ImGuiMod_Shift = 1 << 13, // Shift ImGuiMod_Shift = 1 << 13, // Shift
ImGuiMod_Alt = 1 << 14, // Option/Menu ImGuiMod_Alt = 1 << 14, // Option/Menu
ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS). ImGuiMod_Mask_ = 0xF000, // 4-bits
ImGuiMod_Mask_ = 0xF800, // 5-bits
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
@ -1512,6 +1512,7 @@ enum ImGuiKey : int
#endif #endif
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
#endif #endif
@ -2187,7 +2188,7 @@ struct ImGuiIO
// Miscellaneous options // Miscellaneous options
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
@ -2320,7 +2321,7 @@ struct ImGuiIO
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
// Other state maintained from data above + IO function calls // Other state maintained from data above + IO function calls
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame() ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
@ -3145,7 +3146,7 @@ struct ImFontAtlas
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes. // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
// - After calling Build(), you can query the rectangle position and render your pixels. // - After calling Build(), you can query the rectangle position and render your pixels.
// - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
// - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs. // so you can render e.g. custom colorful icons and use them as regular glyphs.
// - Read docs/FONTS.md for more details about using colorful icons. // - Read docs/FONTS.md for more details about using colorful icons.

@ -547,6 +547,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);
ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.");
ImGui::Text("Also see Style->Rendering for rendering options."); ImGui::Text("Also see Style->Rendering for rendering options.");
ImGui::SeparatorText("Debug"); ImGui::SeparatorText("Debug");

@ -901,7 +901,7 @@ enum ImGuiButtonFlagsPrivate_
ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags) ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used every time an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
@ -1431,7 +1431,7 @@ typedef ImS16 ImGuiKeyRoutingIndex;
struct ImGuiKeyRoutingData struct ImGuiKeyRoutingData
{ {
ImGuiKeyRoutingIndex NextEntryIndex; ImGuiKeyRoutingIndex NextEntryIndex;
ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits.
ImU8 RoutingCurrScore; // [DEBUG] For debug display ImU8 RoutingCurrScore; // [DEBUG] For debug display
ImU8 RoutingNextScore; // Lower is better (0: perfect score) ImU8 RoutingNextScore; // Lower is better (0: perfect score)
ImGuiID RoutingCurr; ImGuiID RoutingCurr;
@ -2304,8 +2304,8 @@ struct ImGuiContext
ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828) ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
@ -2574,8 +2574,10 @@ struct ImGuiContext
NavTabbingDir = 0; NavTabbingDir = 0;
NavTabbingCounter = 0; NavTabbingCounter = 0;
ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab; // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab; // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false; NavWindowingToggleLayer = false;
@ -3458,22 +3460,20 @@ namespace ImGui
// Inputs // Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; } inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; }
inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }
ImGuiKeyChord FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord); ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord);
inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key) inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key)
{ {
ImGuiContext& g = *ctx;
if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;
if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;
if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;
if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;
if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl);
return key; return key;
} }
@ -3506,7 +3506,7 @@ namespace ImGui
IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.

@ -3303,7 +3303,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
// FIXME: Individual line clipping for right-most column is broken for negative angles. // FIXME: Individual line clipping for right-most column is broken for negative angles.
ImVec2 label_size = CalcTextSize(label_name, label_name_eol); ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text. float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
int vtx_idx_begin = draw_list->_VtxCurrentIdx; int vtx_idx_begin = draw_list->_VtxCurrentIdx;

@ -1007,7 +1007,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6
scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
// Update distance to grab now that we have seeked and saturated // Update distance to grab now that we have seek'ed and saturated
if (seek_absolute) if (seek_absolute)
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
} }
@ -4315,6 +4315,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
SetKeyOwner(ImGuiKey_PageUp, id); SetKeyOwner(ImGuiKey_PageUp, id);
SetKeyOwner(ImGuiKey_PageDown, id); SetKeyOwner(ImGuiKey_PageDown, id);
} }
// FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
if (is_osx) if (is_osx)
SetKeyOwner(ImGuiMod_Alt, id); SetKeyOwner(ImGuiMod_Alt, id);
} }
@ -4463,7 +4464,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Process regular text input (before we check for Return because using some IME will effectively send a Return?) // Process regular text input (before we check for Return because using some IME will effectively send a Return?)
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
if (io.InputQueueCharacters.Size > 0) if (io.InputQueueCharacters.Size > 0)
{ {
if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
@ -4493,17 +4494,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
// Otherwise we could simply assume that we own the keys as we are active. // Otherwise we could simply assume that we own the keys as we are active.
const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection()); const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection());
const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly; const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly;
const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable; const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable;
const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable; const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable;
const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id); const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, id);
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
@ -4537,7 +4538,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
{ {
if (is_wordmove_key_down) if (is_wordmove_key_down)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper)
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
} }
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);

@ -41,7 +41,7 @@
// 1.13 (2019-02-07) fix bug in undo size management // 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual // 1.10 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
// 1.9 (2016-08-27) customizable move-by-word // 1.9 (2016-08-27) customizable move-by-word
// 1.8 (2016-04-02) better keyboard handling when mouse button is down // 1.8 (2016-04-02) better keyboard handling when mouse button is down
// 1.7 (2015-09-13) change y range handling in case baseline is non-0 // 1.7 (2015-09-13) change y range handling in case baseline is non-0

@ -656,7 +656,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
// If skip != 0, this tells stb_truetype to skip any codepoints for which // If skip != 0, this tells stb_truetype to skip any codepoints for which
// there is no corresponding glyph. If skip=0, which is the default, then // there is no corresponding glyph. If skip=0, which is the default, then
// codepoints without a glyph recived the font's "missing character" glyph, // codepoints without a glyph received the font's "missing character" glyph,
// typically an empty box by convention. // typically an empty box by convention.
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above

@ -11,7 +11,7 @@
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly. // 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. // 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. // 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format. // 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). // 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas(). // 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas().
// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. // 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.

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