diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 0dcab4688..5717f5262 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -77,7 +77,7 @@ jobs: run: | cd examples\example_null call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat" - .\build_win32.bat /W4 + .\build_win.bat /W4 - name: Build example_null (single file build) shell: bash @@ -268,6 +268,39 @@ jobs: shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' + Build-Windows-ARM64: + runs-on: windows-11-arm + name: Build - Windows ARM64 + + defaults: + run: + working-directory: ${{ github.workspace }}/imgui + + env: + VS_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise + steps: + - uses: actions/checkout@v6 + with: + path: ${{ github.workspace }}/imgui + + - name: Build example_null (extra warnings, msvc arm64) + shell: cmd + run: | + cd examples\example_null + call "%VS_PATH%\VC\Auxiliary\Build\vcvarsarm64.bat" + .\build_win.bat /W4 + + - name: Run example_null (msvc arm64) + shell: cmd + run: examples\example_null\Debug\example_null.exe + + - name: Build example_win32_directx11 (msvc arm64) + shell: cmd + run: | + cd examples\example_win32_directx11 + call "%VS_PATH%\VC\Auxiliary\Build\vcvarsarm64.bat" + .\build_win.bat + Build-Linux: runs-on: ubuntu-latest name: Build - Linux diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f108c88a4..0ad364a40 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -66,9 +66,22 @@ Autumn cleanup of stuff marked obsolete more than two years ago: Other Changes: +- Style: `StyleColorsDark()`: tweaked WindowBg to be darker than in 1.93.0. +- Style: added `style.SymbolArrowSizeFactor`, `style.SymbolArrowThicknessFactor` to tweak + the shape and look of arrows. Made default arrow stroked. (#5233, #2431, #2235, #6730, #8243) + Legacy arrow: size: (0.60f,0.70f), thickness: 0.0f + New arrow: size: (0.72f,0.40f), thickness: 0.30f +- TreeNode: + - TreeNodeGetOpen(): added flags parameter to allow passing `ImGuiTreeNodeFlags_DefaultOpen` + or `ImGuiTreeNodeFlags_Leaf`. (#9569, #9592, #3823, #9251) [@adalisk-emikhaylov, @Yaki-Blake] - ImVec2: added a check for cases where a custom `IM_VEC2_CLASS_EXTRA` macro adds an extra `operator=` to ImVec2. This isn't supported but should not be needed as you should have a constructor to convert from your type to ImVec2. +- CI: added some ARM64 builds. (#9593) [@Harishmcw] +- Examples: renamed various helper batch files from build_win32.bat to build_win.bat + to reflect that they can also build X64 or ARM64, given the right environment. + Made the script detect the environment when needed (e.g. to specify library path). +- Examples: added support for ARM64 in selected build_win.bat helpers. (#9593) [@Harishmcw] ----------------------------------------------------------------------- @@ -205,6 +218,7 @@ Breaking Changes: - `ImDrawFlags_RoundCornersBottom` -> `ImDrawFlags_RoundBottom` - `ImDrawFlags_RoundCornersLeft` -> `ImDrawFlags_RoundLeft` - `ImDrawFlags_RoundCornersRight` -> `ImDrawFlags_RoundRight` + - `ImDrawFlags_RoundCornersMask_` -> `ImDrawFlags_RoundMask_` Kept redirection enums (will obsolete). - Marked `ImDrawListFlags_AntiAliasedLinesUseTex` and `style.AntiAliasedLinesUseTex` as obsolete, as the new line rendering code always uses textures. diff --git a/examples/example_glfw_opengl2/build_win.bat b/examples/example_glfw_opengl2/build_win.bat new file mode 100644 index 000000000..cca29d76f --- /dev/null +++ b/examples/example_glfw_opengl2/build_win.bat @@ -0,0 +1,21 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_glfw_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=glfw3.lib opengl32.lib gdi32.lib shell32.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_opengl2/build_win32.bat b/examples/example_glfw_opengl2/build_win32.bat deleted file mode 100644 index 24c0e08fd..000000000 --- a/examples/example_glfw_opengl2/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_glfw_opengl2 -@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_opengl3/build_win.bat b/examples/example_glfw_opengl3/build_win.bat new file mode 100644 index 000000000..a39236cdd --- /dev/null +++ b/examples/example_glfw_opengl3/build_win.bat @@ -0,0 +1,21 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_glfw_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=glfw3.lib opengl32.lib gdi32.lib shell32.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_opengl3/build_win32.bat b/examples/example_glfw_opengl3/build_win32.bat deleted file mode 100644 index b5979ad49..000000000 --- a/examples/example_glfw_opengl3/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_glfw_opengl3 -@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_vulkan/build_win.bat b/examples/example_glfw_vulkan/build_win.bat new file mode 100644 index 000000000..0366b1b5d --- /dev/null +++ b/examples/example_glfw_vulkan/build_win.bat @@ -0,0 +1,25 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_glfw_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_vulkan/build_win32.bat b/examples/example_glfw_vulkan/build_win32.bat deleted file mode 100644 index bb54a4210..000000000 --- a/examples/example_glfw_vulkan/build_win32.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. - -@set OUT_EXE=example_glfw_vulkan -@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% - -@set OUT_DIR=Release -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_vulkan/build_win64.bat b/examples/example_glfw_vulkan/build_win64.bat deleted file mode 100644 index ca9b788d8..000000000 --- a/examples/example_glfw_vulkan/build_win64.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup 64-bit command-line compiler. - -@set OUT_EXE=example_glfw_vulkan -@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% - -@set OUT_DIR=Release -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_null/build_win32.bat b/examples/example_null/build_win.bat similarity index 74% rename from examples/example_null/build_win32.bat rename to examples/example_null/build_win.bat index be81d8093..6c4d4e036 100644 --- a/examples/example_null/build_win32.bat +++ b/examples/example_null/build_win.bat @@ -1,3 +1,3 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler. mkdir Debug cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib diff --git a/examples/example_null/example_null.vcxproj b/examples/example_null/example_null.vcxproj index 61e388f96..1353fc0b3 100644 --- a/examples/example_null/example_null.vcxproj +++ b/examples/example_null/example_null.vcxproj @@ -92,8 +92,9 @@ true - d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + + + %(AdditionalLibraryDirectories) Console @@ -107,8 +108,9 @@ true - d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + + + %(AdditionalLibraryDirectories) Console @@ -126,8 +128,9 @@ true true true - d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + + + %(AdditionalLibraryDirectories) Console @@ -145,8 +148,9 @@ true true true - d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + + + %(AdditionalLibraryDirectories) Console diff --git a/examples/example_sdl2_directx11/build_win.bat b/examples/example_sdl2_directx11/build_win.bat new file mode 100644 index 000000000..6b279b937 --- /dev/null +++ b/examples/example_sdl2_directx11/build_win.bat @@ -0,0 +1,21 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl2_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp +@set LIBS=SDL2.lib SDL2main.lib d3d11.lib d3dcompiler.lib shell32.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_directx11/build_win32.bat b/examples/example_sdl2_directx11/build_win32.bat deleted file mode 100644 index f0b485ca6..000000000 --- a/examples/example_sdl2_directx11/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_sdl2_directx11 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj b/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj index afa9d5de4..4ba9ac321 100644 --- a/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj +++ b/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj @@ -97,7 +97,7 @@ true - %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -113,7 +113,7 @@ true - %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -133,7 +133,7 @@ true true true - %SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console @@ -154,7 +154,7 @@ true true true - %SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console @@ -186,4 +186,4 @@ - \ No newline at end of file + diff --git a/examples/example_sdl2_opengl2/build_win.bat b/examples/example_sdl2_opengl2/build_win.bat new file mode 100644 index 000000000..945464c00 --- /dev/null +++ b/examples/example_sdl2_opengl2/build_win.bat @@ -0,0 +1,21 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl2_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp +@set LIBS=SDL2.lib SDL2main.lib opengl32.lib shell32.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_opengl2/build_win32.bat b/examples/example_sdl2_opengl2/build_win32.bat deleted file mode 100644 index 7543edafc..000000000 --- a/examples/example_sdl2_opengl2/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_sdl2_opengl2 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_opengl3/README.md b/examples/example_sdl2_opengl3/README.md index 81fd9fe7b..e62dec255 100644 --- a/examples/example_sdl2_opengl3/README.md +++ b/examples/example_sdl2_opengl3/README.md @@ -7,7 +7,7 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i ## Windows with Visual Studio's CLI -Use build_win32.bat or directly: +Use build_win.bat or directly: ``` set SDL2_DIR=path_to_your_sdl2_folder cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console diff --git a/examples/example_sdl2_opengl3/build_win.bat b/examples/example_sdl2_opengl3/build_win.bat new file mode 100644 index 000000000..7d8dd115c --- /dev/null +++ b/examples/example_sdl2_opengl3/build_win.bat @@ -0,0 +1,21 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl2_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=SDL2.lib SDL2main.lib opengl32.lib shell32.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_opengl3/build_win32.bat b/examples/example_sdl2_opengl3/build_win32.bat deleted file mode 100644 index 7b2fac922..000000000 --- a/examples/example_sdl2_opengl3/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_sdl2_opengl3 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_sdlrenderer2/build_win.bat b/examples/example_sdl2_sdlrenderer2/build_win.bat new file mode 100644 index 000000000..82bc8613b --- /dev/null +++ b/examples/example_sdl2_sdlrenderer2/build_win.bat @@ -0,0 +1,21 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl2_sdlrenderer_ +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp +@set LIBS=SDL2.lib SDL2main.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_sdlrenderer2/build_win32.bat b/examples/example_sdl2_sdlrenderer2/build_win32.bat deleted file mode 100644 index e311bfcd0..000000000 --- a/examples/example_sdl2_sdlrenderer2/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_sdl2_sdlrenderer_ -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_vulkan/build_win.bat b/examples/example_sdl2_vulkan/build_win.bat new file mode 100644 index 000000000..2b2fedcaa --- /dev/null +++ b/examples/example_sdl2_vulkan/build_win.bat @@ -0,0 +1,25 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl2_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp +@set LIBS=SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_vulkan/build_win32.bat b/examples/example_sdl2_vulkan/build_win32.bat deleted file mode 100644 index f634aba00..000000000 --- a/examples/example_sdl2_vulkan/build_win32.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. - -@set OUT_EXE=example_sdl2_vulkan -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console - -@set OUT_DIR=Release -@REM mkdir %OUT_DIR% -@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl2_vulkan/build_win64.bat b/examples/example_sdl2_vulkan/build_win64.bat deleted file mode 100644 index 5d315cca2..000000000 --- a/examples/example_sdl2_vulkan/build_win64.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. - -@set OUT_EXE=example_sdl2_vulkan -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console - -@set OUT_DIR=Release -@REM mkdir %OUT_DIR% -@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_directx11/build_win.bat b/examples/example_sdl3_directx11/build_win.bat new file mode 100644 index 000000000..3eccbb2ed --- /dev/null +++ b/examples/example_sdl3_directx11/build_win.bat @@ -0,0 +1,23 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@if /I "%TARGET_ARCH%"=="arm64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl3_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp +@set LIBS=SDL3.lib d3d11.lib d3dcompiler.lib shell32.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64 +@if /I "%TARGET_ARCH%"=="arm64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\arm64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_directx11/build_win32.bat b/examples/example_sdl3_directx11/build_win32.bat deleted file mode 100644 index b84b01f1a..000000000 --- a/examples/example_sdl3_directx11/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_sdl3_directx11 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj b/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj index 057874196..8729480a5 100644 --- a/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj +++ b/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj @@ -97,7 +97,7 @@ true - %SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -113,7 +113,7 @@ true - %SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console msvcrt.lib @@ -133,7 +133,7 @@ true true true - %SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console @@ -154,7 +154,7 @@ true true true - %SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) Console @@ -186,4 +186,4 @@ - \ No newline at end of file + diff --git a/examples/example_sdl3_opengl3/README.md b/examples/example_sdl3_opengl3/README.md index a032f8752..bc748afac 100644 --- a/examples/example_sdl3_opengl3/README.md +++ b/examples/example_sdl3_opengl3/README.md @@ -7,7 +7,7 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i ## Windows with Visual Studio's CLI -Use build_win32.bat or directly: +Use build_win.bat or directly: ``` set SDL3_DIR=path_to_your_sdl3_folder cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console diff --git a/examples/example_sdl3_opengl3/build_win.bat b/examples/example_sdl3_opengl3/build_win.bat new file mode 100644 index 000000000..6ea3e3941 --- /dev/null +++ b/examples/example_sdl3_opengl3/build_win.bat @@ -0,0 +1,27 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@if /I "%TARGET_ARCH%"=="arm64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl3_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=SDL3.lib opengl32.lib shell32.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64 +@if /I "%TARGET_ARCH%"=="arm64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\arm64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_opengl3/build_win32.bat b/examples/example_sdl3_opengl3/build_win32.bat deleted file mode 100644 index 5bed40ac1..000000000 --- a/examples/example_sdl3_opengl3/build_win32.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. - -@set OUT_EXE=example_sdl3_opengl3 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console - -@set OUT_DIR=Release -@REM mkdir %OUT_DIR% -@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_opengl3/build_win64.bat b/examples/example_sdl3_opengl3/build_win64.bat deleted file mode 100644 index 87c6bb8b5..000000000 --- a/examples/example_sdl3_opengl3/build_win64.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. - -@set OUT_EXE=example_sdl3_opengl3 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib opengl32.lib shell32.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console - -@set OUT_DIR=Release -@REM mkdir %OUT_DIR% -@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_sdlgpu3/build_win.bat b/examples/example_sdl3_sdlgpu3/build_win.bat new file mode 100644 index 000000000..c71478b57 --- /dev/null +++ b/examples/example_sdl3_sdlgpu3/build_win.bat @@ -0,0 +1,27 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@if /I "%TARGET_ARCH%"=="arm64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl3_sdlgpu3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp +@set LIBS=SDL3.lib shell32.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64 +@if /I "%TARGET_ARCH%"=="arm64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\arm64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_sdlgpu3/build_win64.bat b/examples/example_sdl3_sdlgpu3/build_win64.bat deleted file mode 100644 index ad7a2d603..000000000 --- a/examples/example_sdl3_sdlgpu3/build_win64.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. - -@set OUT_EXE=example_sdl3_sdlgpu3 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console - -@set OUT_DIR=Release -@REM mkdir %OUT_DIR% -@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_sdlrenderer3/build_win.bat b/examples/example_sdl3_sdlrenderer3/build_win.bat new file mode 100644 index 000000000..9014d76c2 --- /dev/null +++ b/examples/example_sdl3_sdlrenderer3/build_win.bat @@ -0,0 +1,23 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@if /I "%TARGET_ARCH%"=="arm64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl3_sdlrenderer3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp +@set LIBS=SDL3.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64 +@if /I "%TARGET_ARCH%"=="arm64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\arm64 + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_sdlrenderer3/build_win32.bat b/examples/example_sdl3_sdlrenderer3/build_win32.bat deleted file mode 100644 index 7bc131a6a..000000000 --- a/examples/example_sdl3_sdlrenderer3/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_sdl3_sdlrenderer3 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_vulkan/build_win.bat b/examples/example_sdl3_vulkan/build_win.bat new file mode 100644 index 000000000..e1ad37988 --- /dev/null +++ b/examples/example_sdl3_vulkan/build_win.bat @@ -0,0 +1,25 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_sdl3_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp +@set LIBS=SDL3.lib shell32.lib vulkan-1.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console + +@set OUT_DIR=Release +@REM mkdir %OUT_DIR% +@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_vulkan/build_win32.bat b/examples/example_sdl3_vulkan/build_win32.bat deleted file mode 100644 index 3e26d3088..000000000 --- a/examples/example_sdl3_vulkan/build_win32.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. - -@set OUT_EXE=example_sdl3_vulkan -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL3.lib shell32.lib vulkan-1.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console - -@set OUT_DIR=Release -@REM mkdir %OUT_DIR% -@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_vulkan/build_win64.bat b/examples/example_sdl3_vulkan/build_win64.bat deleted file mode 100644 index 5d038d1ee..000000000 --- a/examples/example_sdl3_vulkan/build_win64.bat +++ /dev/null @@ -1,14 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. - -@set OUT_EXE=example_sdl3_vulkan -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL3.lib shell32.lib vulkan-1.lib - -@set OUT_DIR=Debug -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console - -@set OUT_DIR=Release -@REM mkdir %OUT_DIR% -@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_win32_directx10/build_win32.bat b/examples/example_win32_directx10/build_win.bat similarity index 70% rename from examples/example_win32_directx10/build_win32.bat rename to examples/example_win32_directx10/build_win.bat index 78a6e374d..d7d2f5a6a 100644 --- a/examples/example_win32_directx10/build_win32.bat +++ b/examples/example_win32_directx10/build_win.bat @@ -1,8 +1,8 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat or vcvarsall.bat to setup command-line compiler. @set OUT_DIR=Debug @set OUT_EXE=example_win32_directx10 -@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" @set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib +@set LIBS=d3d10.lib d3dcompiler.lib mkdir %OUT_DIR% cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_directx10/example_win32_directx10.vcxproj b/examples/example_win32_directx10/example_win32_directx10.vcxproj index add37ed97..89e9393ab 100644 --- a/examples/example_win32_directx10/example_win32_directx10.vcxproj +++ b/examples/example_win32_directx10/example_win32_directx10.vcxproj @@ -93,7 +93,7 @@ true d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + %(AdditionalLibraryDirectories) Console @@ -108,7 +108,7 @@ true d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + %(AdditionalLibraryDirectories) Console @@ -127,7 +127,7 @@ true true d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + %(AdditionalLibraryDirectories) Console @@ -146,7 +146,7 @@ true true d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + %(AdditionalLibraryDirectories) Console @@ -175,4 +175,4 @@ - \ No newline at end of file + diff --git a/examples/example_win32_directx11/build_win32.bat b/examples/example_win32_directx11/build_win.bat similarity index 70% rename from examples/example_win32_directx11/build_win32.bat rename to examples/example_win32_directx11/build_win.bat index c9a717c60..78758193d 100644 --- a/examples/example_win32_directx11/build_win32.bat +++ b/examples/example_win32_directx11/build_win.bat @@ -1,9 +1,9 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler. @set OUT_DIR=Debug @set OUT_EXE=example_win32_directx11 -@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" @set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib +@set LIBS=d3d11.lib d3dcompiler.lib mkdir %OUT_DIR% cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_directx11/example_win32_directx11.vcxproj b/examples/example_win32_directx11/example_win32_directx11.vcxproj index ed0b509a8..ace899cb5 100644 --- a/examples/example_win32_directx11/example_win32_directx11.vcxproj +++ b/examples/example_win32_directx11/example_win32_directx11.vcxproj @@ -93,7 +93,7 @@ true d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + %(AdditionalLibraryDirectories) Console @@ -108,7 +108,7 @@ true d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + %(AdditionalLibraryDirectories) Console @@ -127,7 +127,7 @@ true true d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories) + %(AdditionalLibraryDirectories) Console @@ -146,7 +146,7 @@ true true d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) - $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories) + %(AdditionalLibraryDirectories) Console @@ -175,4 +175,4 @@ - \ No newline at end of file + diff --git a/examples/example_win32_directx12/build_win32.bat b/examples/example_win32_directx12/build_win.bat similarity index 88% rename from examples/example_win32_directx12/build_win32.bat rename to examples/example_win32_directx12/build_win.bat index cb5e8e273..d609c7203 100644 --- a/examples/example_win32_directx12/build_win32.bat +++ b/examples/example_win32_directx12/build_win.bat @@ -1,4 +1,4 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler. @set OUT_DIR=Debug @set OUT_EXE=example_win32_directx12 @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" diff --git a/examples/example_win32_directx9/build_win.bat b/examples/example_win32_directx9/build_win.bat new file mode 100644 index 000000000..4523769df --- /dev/null +++ b/examples/example_win32_directx9/build_win.bat @@ -0,0 +1,21 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_win32_directx9 +@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=d3d9.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:"%DXSDK_DIR%/Lib/x86" +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:"%DXSDK_DIR%/Lib/x64" + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_directx9/build_win32.bat b/examples/example_win32_directx9/build_win32.bat deleted file mode 100644 index ece5ea1ba..000000000 --- a/examples/example_win32_directx9/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_win32_directx9 -@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include" -@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_opengl3/build_win32.bat b/examples/example_win32_opengl3/build_win.bat similarity index 86% rename from examples/example_win32_opengl3/build_win32.bat rename to examples/example_win32_opengl3/build_win.bat index 48df08087..0bedfc19f 100644 --- a/examples/example_win32_opengl3/build_win32.bat +++ b/examples/example_win32_opengl3/build_win.bat @@ -1,4 +1,4 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat or vcvarsall.bat to setup command-line compiler. @set OUT_DIR=Debug @set OUT_EXE=example_win32_opengl3 @set INCLUDES=/I..\.. /I..\..\backends diff --git a/examples/example_win32_vulkan/build_win.bat b/examples/example_win32_vulkan/build_win.bat new file mode 100644 index 000000000..7e71881b3 --- /dev/null +++ b/examples/example_win32_vulkan/build_win.bat @@ -0,0 +1,21 @@ +@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64). + +@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH). +@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH% +@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%) +@if /I "%TARGET_ARCH%"=="x86" goto arch_ok +@if /I "%TARGET_ARCH%"=="x64" goto arch_ok +@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64). +@exit /b 1 + +:arch_ok +@set OUT_EXE=example_win32_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=vulkan-1.lib +@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /libpath:%VULKAN_SDK%\lib32 +@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /libpath:%VULKAN_SDK%\lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_vulkan/build_win32.bat b/examples/example_win32_vulkan/build_win32.bat deleted file mode 100644 index 4bfb7cafc..000000000 --- a/examples/example_win32_vulkan/build_win32.bat +++ /dev/null @@ -1,9 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_win32_vulkan -@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp -@set LIBS=/libpath:%VULKAN_SDK%\lib32 vulkan-1.lib - -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_vulkan/build_win64.bat b/examples/example_win32_vulkan/build_win64.bat deleted file mode 100644 index f8c66f799..000000000 --- a/examples/example_win32_vulkan/build_win64.bat +++ /dev/null @@ -1,9 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_win32_vulkan -@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp -@set LIBS=/libpath:%VULKAN_SDK%\lib vulkan-1.lib - -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/imgui.cpp b/imgui.cpp index 8a72f2397..4645a1ba5 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1659,6 +1659,10 @@ ImGuiStyle::ImGuiStyle() DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + // Symbols + SymbolArrowSizeFactor = ImVec2(0.72f,0.40f); // Width/height factor of arrows (0.0f..1.0f). Legacy arrows use (0.60f,0.70f) + SymbolArrowThicknessFactor = 0.30f; // Thickness factor of arrows (0.0f..0.5f). 0.0f=Fill. >0.0f=Stroke. Legacy arrows use 0.0f. + // Rendering & Tessellation AntiAliasedLines = true; // Enable anti-aliased lines/borders. Used at the beginning of the frame to set ImDrawFlags_AALines in all draw-lists. AntiAliasedLineEnds = false; // Enable anti-aliased lines/borders ends. Nicer for thick lines but more expensive. Used at the beginning of the frame to set ImDrawFlags_AALineEnds in all draw-lists. @@ -2331,14 +2335,14 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, int ImStricmp(const char* str1, const char* str2) { int d; - while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + while ((d = ImToUpper(*str1) - ImToUpper(*str2)) == 0 && *str1) { str1++; str2++; } return d; } int ImStrnicmp(const char* str1, const char* str2, size_t count) { int d = 0; - while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + while (count > 0 && (d = ImToUpper(*str1) - ImToUpper(*str2)) == 0 && *str1) { str1++; str2++; count--; } return d; } @@ -4843,12 +4847,13 @@ void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) // Call context hooks (used by e.g. test engine) // We assume a small number of hooks so all stored in same array +// Iterate by index: a callback may add a hook, which reallocates the array. Hooks added here are called from the next call. void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) { ImGuiContext& g = *ctx; - for (ImGuiContextHook& hook : g.Hooks) - if (hook.Type == hook_type) - hook.Callback(&g, &hook); + for (int n = 0, hooks_count = g.Hooks.Size; n < hooks_count; n++) + if (g.Hooks[n].Type == hook_type) + g.Hooks[n].Callback(&g, &g.Hooks[n]); } //----------------------------------------------------------------------------- @@ -19865,7 +19870,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w if (is_focused || root_node->VisibleWindow == NULL) root_node->VisibleWindow = node->VisibleWindow; if (node->TabBar) - node->TabBar->VisibleTabId = node->VisibleWindow->TabId; + node->TabBar->VisibleTabContentsId = node->VisibleWindow->TabId; } return; } @@ -20014,7 +20019,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); if (!tab_open) node->WantCloseTabId = window->TabId; - if (tab_bar->VisibleTabId == window->TabId) + if (tab_bar->VisibleTabContentsId == window->TabId) node->VisibleWindow = window; // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call diff --git a/imgui.h b/imgui.h index 7f3a1c132..964e41502 100644 --- a/imgui.h +++ b/imgui.h @@ -777,7 +777,7 @@ namespace ImGui IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). - IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); // retrieve tree node open/close state. + IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags = 0); // retrieve tree node open/close state. // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. @@ -2484,6 +2484,10 @@ struct ImGuiStyle float DockingSeparatorSize; // Thickness of resizing border between docked windows float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + // Symbols + ImVec2 SymbolArrowSizeFactor; // Width/height factor of arrows (0.0f..1.0f). + float SymbolArrowThicknessFactor; // Thickness factor of arrows (0.0f..0.5f). 0.0f=Fill. >0.0f=Stroke. + // Rendering & Tessellation bool AntiAliasedLines; // Enable anti-aliased lines/borders. Used at the beginning of the frame to set ImDrawFlags_AALines in all draw-lists. bool AntiAliasedLineEnds; // Enable anti-aliased lines/borders ends. Nicer for thick lines but more expensive. Used at the beginning of the frame to set ImDrawFlags_AALineEnds in all draw-lists. @@ -3525,7 +3529,8 @@ enum ImDrawFlags_ ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundTop, ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundBottom, ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundLeft, - ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundRight, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundRight, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundMask_, #endif }; diff --git a/imgui_demo.cpp b/imgui_demo.cpp index a45a091dd..d6cc255af 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -4516,6 +4516,7 @@ static void DemoWindowWidgetsTreeNodes() ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)"); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_FramePadding", &base_flags, ImGuiTreeNodeFlags_FramePadding); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Bullet", &base_flags, ImGuiTreeNodeFlags_Bullet); HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags"); ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone); @@ -8916,6 +8917,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) SliderFloat("ImageRounding", &style.ImageRounding, 0.0f, 12.0f, "%.0f"); SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, max_border_size, "%.0f"); + SeparatorText("Symbols"); + DragFloat2("SymbolArrowSizeFactor", &style.SymbolArrowSizeFactor.x, 0.01f, 0.0f, 1.0f); + DragFloat("SymbolArrowThicknessFactor", &style.SymbolArrowThicknessFactor, 0.01f, 0.0f, 0.5f); + SeparatorText("Docking"); //SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight()); Checkbox("DockingNodeHasCloseButton", &style.DockingNodeHasCloseButton); @@ -9325,8 +9330,8 @@ struct ExampleAppConsole } // Portable helpers - static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } - static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s1) - toupper(*s2)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s1) - toupper(*s2)) == 0 && *s1) { s1++; s2++; n--; } return d; } static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } static void Strtrimblanks(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 6103b353f..aa4bc4966 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -191,7 +191,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst) colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.58f, 0.58f, 0.58f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.18f, 0.18f, 0.18f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); @@ -6162,7 +6162,7 @@ static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codep return NULL; } -static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint) +float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint) { if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout) { @@ -7558,7 +7558,6 @@ begin: // - RenderBullet() // - RenderCheckMark() // - RenderArrowDockMenu() -// - RenderArrowPointingAt() // - RenderRectFilledInRangeH() // - RenderRectFilledWithHole() //----------------------------------------------------------------------------- @@ -7566,36 +7565,47 @@ begin: // - RenderColorRectWithAlphaCheckerboard() //----------------------------------------------------------------------------- -// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +static const ImVec2 g_ImGuiDirCosSin[4] = { { -1.0f, 0.0f }, { +1.0f, 0.0f }, { 0.0f, -1.0f }, { 0.0f, +1.0f } }; + +// arrow_h, arrow_w, arrow_th are normalized: 0.0f..1.0f +// arrow_th: 0.0f == fill, >0.0f == stroke weight. +void ImGui::RenderArrowEx(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float cos_a, float sin_a, float scale, ImVec2 arrow_sizes, float arrow_th) +{ + const bool is_fill = (arrow_th <= 0.0f); + const float r = draw_list->_Data->FontSize * 0.50f * scale; + const float thickness = is_fill ? 0.0f : IM_ROUND(ImClamp(r * arrow_th, 1.0f, r * 0.5f)); + + // Bias for shape to feel more centered + const float bias = is_fill ? (r * 0.05f) : (thickness * 0.8f * 0.7071f); + const ImVec2 center = ImVec2(pos.x + r + bias * cos_a, pos.y + r + bias * sin_a); + + const float arrow_h = arrow_sizes.y * r; + const float arrow_w = arrow_sizes.x * r; + ImVec2 p[3]; + p[0] = ImVec2(center.x - arrow_h * cos_a - arrow_w * -sin_a, center.y - arrow_h * sin_a - arrow_w * cos_a); + p[1] = ImVec2(center.x + arrow_h * cos_a, center.y + arrow_h * sin_a); + p[2] = ImVec2(center.x - arrow_h * cos_a + arrow_w * -sin_a, center.y - arrow_h * sin_a + arrow_w * cos_a); + + // Pixel align when at a right angle + if (is_fill && (cos_a * sin_a >= -FLT_EPSILON) && (cos_a * sin_a <= FLT_EPSILON)) + { + p[0] = ImRoundSigned64(p[0]); + p[1] = ImRoundSigned64(p[1]); + p[2] = ImRoundSigned64(p[2]); + } + + if (is_fill) + draw_list->AddConvexPolyFilled(p, 3, col); + else + draw_list->_AddPolyline(p, 3, col, thickness, ImDrawFlags_StrokeInside | ImDrawFlags_AALineEnds, FLT_MAX); // FIXME-OPT: baked filled shape? +} + +// Render an arrow aimed to be aligned with text. void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) { - const float h = draw_list->_Data->FontSize * 1.00f; - float r = h * 0.40f * scale; - ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); - - ImVec2 a, b, c; - switch (dir) - { - case ImGuiDir_Up: - case ImGuiDir_Down: - if (dir == ImGuiDir_Up) r = -r; - a = ImVec2(+0.000f, +0.750f) * r; - b = ImVec2(-0.866f, -0.750f) * r; - c = ImVec2(+0.866f, -0.750f) * r; - break; - case ImGuiDir_Left: - case ImGuiDir_Right: - if (dir == ImGuiDir_Left) r = -r; - a = ImVec2(+0.750f, +0.000f) * r; - b = ImVec2(-0.750f, +0.866f) * r; - c = ImVec2(-0.750f, -0.866f) * r; - break; - case ImGuiDir_None: - case ImGuiDir_COUNT: - IM_ASSERT(0); - break; - } - draw_list->AddTriangleFilled(center + a, center + b, center + c, col); + ImGuiContext& g = *GImGui; + ImVec2 cos_sin = g_ImGuiDirCosSin[dir]; + RenderArrowEx(draw_list, pos, col, cos_sin.x, cos_sin.y, scale, g.Style.SymbolArrowSizeFactor, g.Style.SymbolArrowThicknessFactor); } void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) @@ -7620,19 +7630,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float draw_list->PathStroke(col, thickness, ImDrawFlags_AALineEnds); } -// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. -void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) -{ - switch (direction) - { - case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; - case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; - case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; - case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; - case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings - } -} - // This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, // and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) diff --git a/imgui_internal.h b/imgui_internal.h index a58fed8a1..5014eb6c8 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -560,6 +560,7 @@ inline ImVec2 ImFloor(const ImVec2& v) { return inline float ImTrunc64(float f) { return (float)(ImS64)(f); } inline float ImRoundPositive64(float f) { return (float)(ImS64)(f + 0.5f); } // Positive values only. inline float ImRoundSigned64(float f) { return (float)(ImS64)(f >= 0.0f ? f + 0.5f : f - 0.5f); } +inline ImVec2 ImRoundSigned64(const ImVec2& v) { return ImVec2((float)(ImS64)(v.x >= 0.0f ? v.x + 0.5f : v.x - 0.5f), (float)(ImS64)(v.y >= 0.0f ? v.y + 0.5f : v.y - 0.5f)); } inline float ImCeilFast(float f) { int i = (int)f; return (float)(i + (f > (float)i)); } // Consider using the bit-hack version (search for "0x1p120f"). inline int ImModPositive(int a, int b) { return (a + b) % b; } inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } @@ -3169,7 +3170,7 @@ struct ImGuiTabItem ImGuiID ID; ImGuiTabItemFlags Flags; ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. - int LastFrameVisible; + int LastFrameVisible; // TabItem visibility (not contents visibility) int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance float Offset; // Position relative to beginning of tab bar float Width; // Width currently displayed @@ -3179,6 +3180,7 @@ struct ImGuiTabItem ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. bool WantClose; // Marked as closed by SetTabItemClosed() + bool ContentsIsVisible; ImGuiTabItem() { memset((void*)this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; @@ -3193,7 +3195,7 @@ struct IMGUI_API ImGuiTabBar ImGuiID SelectedTabId; // Selected tab/window ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation ImGuiID NextScrollToTabId; - ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview) + ImGuiID VisibleTabContentsId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview) int CurrFrameVisible; int PrevFrameVisible; ImRect BarRect; @@ -3215,6 +3217,7 @@ struct IMGUI_API ImGuiTabBar ImS8 BeginCount; bool WantLayout; bool VisibleTabWasSubmitted; + bool LastTabItemContentsAppearing; bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame bool ScrollButtonEnabled; ImS16 TabsActiveCount; // Number of tabs submitted this frame. @@ -4069,6 +4072,7 @@ namespace ImGui IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API bool TabItemIsContentsAppearing(); IMGUI_API void TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); @@ -4096,9 +4100,9 @@ namespace ImGui // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderArrowEx(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float cos_a, float sin_a, float scale, ImVec2 arrow_sizes, float arrow_th); IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); - IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); IMGUI_API void RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding); IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); @@ -4429,6 +4433,8 @@ IMGUI_API void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* a IMGUI_API void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph); IMGUI_API void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch); +IMGUI_API float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint); + IMGUI_API void ImFontAtlasPackInit(ImFontAtlas* atlas); IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL); IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id); diff --git a/imgui_tables.cpp b/imgui_tables.cpp index ee208d160..e82c71dfb 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -3435,7 +3435,7 @@ void ImGui::TableHeader(const char* label) PopStyleColor(); x += w_sort_text; } - RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + RenderArrow(window->DrawList, ImVec2(x + (g.FontSize * (1.0f - ARROW_SCALE) * 0.5f) , y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); } // Handle clicking on column header to adjust Sort Order diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 494c3f64d..6e3e494a9 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -6183,14 +6183,23 @@ bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags fl return true; } +// Helper for RenderArrowsForVerticalBar(). 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +static void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 p, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + if (direction == ImGuiDir_Left) { draw_list->AddTriangleFilled(ImVec2(p.x + half_sz.x, p.y - half_sz.y), ImVec2(p.x + half_sz.x, p.y + half_sz.y), p, col); } + if (direction == ImGuiDir_Right) { draw_list->AddTriangleFilled(ImVec2(p.x - half_sz.x, p.y + half_sz.y), ImVec2(p.x - half_sz.x, p.y - half_sz.y), p, col); } + //if (direction == ImGuiDir_Up) { draw_list->AddTriangleFilled(ImVec2(p.x + half_sz.x, p.y + half_sz.y), ImVec2(p.x - half_sz.x, p.y + half_sz.y), p, col); } + //if (direction == ImGuiDir_Down){ draw_list->AddTriangleFilled(ImVec2(p.x - half_sz.x, p.y - half_sz.y), ImVec2(p.x + half_sz.x, p.y - half_sz.y), p, col); } +} + // Helper for ColorPicker4() -static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 p, ImVec2 half_sz, float bar_w, float alpha) { ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); + RenderArrowPointingAt(draw_list, ImVec2(p.x + half_sz.x + 1, p.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + RenderArrowPointingAt(draw_list, ImVec2(p.x + half_sz.x, p.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + RenderArrowPointingAt(draw_list, ImVec2(p.x + bar_w - half_sz.x - 1, p.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + RenderArrowPointingAt(draw_list, ImVec2(p.x + bar_w - half_sz.x, p.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. @@ -6929,13 +6938,15 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char return TreeNodeBehavior(id, flags, label, label_end); } -// The reason those two functions are not yet in public API is because I would like to design a more feature-full and generic API for this. -// They are otherwise function (cc: #3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722) -bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) +// I would like to design a more feature-full and generic API for this. +// (cc: #3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722, #9569) +bool ImGui::TreeNodeGetOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags) { + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; ImGuiContext& g = *GImGui; ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; - return storage->GetInt(storage_id, 0) != 0; + return storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; } void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool is_open) @@ -7037,9 +7048,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); - const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing + const float icon_width = g.FontSize + padding.x * 2; + const float text_offset_x = display_frame ? icon_width + padding.x : icon_width; // Collapsing arrow width + Spacing const float text_offset_y = use_frame_padding ? ImMax(style.FramePadding.y, window->DC.CurrLineTextBaseOffset) : window->DC.CurrLineTextBaseOffset; // Latch before ItemSize changes it - const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow + const float text_width = icon_width + label_size.x; // Include collapsing arrow const float frame_height = label_size.y + padding.y * 2; const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); @@ -7072,6 +7084,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (span_all_columns || span_all_columns_label) { // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + // FIXME: Investigate moving this to an item flag, along duplicate code in Selectable(). How to do optimally? const float backup_clip_rect_min_x = window->ClipRect.Min.x; const float backup_clip_rect_max_x = window->ClipRect.Max.x; window->ClipRect.Min.x = window->ParentWorkRect.Min.x; @@ -7279,7 +7292,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (flags & ImGuiTreeNodeFlags_Bullet) RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x + g.FontSize * 0.15f - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogSetNextTextDecoration(">", NULL); } @@ -10073,7 +10086,7 @@ void ImGui::EndTabBar() // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); - if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabContentsId == 0 || tab_bar_appearing) { tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; @@ -10121,7 +10134,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) { // Remove tab - if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->VisibleTabContentsId == tab->ID) { tab_bar->VisibleTabContentsId = 0; } if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } continue; @@ -10326,12 +10339,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; // Lock in visible tab - tab_bar->VisibleTabId = tab_bar->SelectedTabId; - tab_bar->VisibleTabWasSubmitted = false; + tab_bar->VisibleTabContentsId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = tab_bar->LastTabItemContentsAppearing = false; // CTRL+TAB can override visible tab temporarily if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) - tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; + tab_bar->VisibleTabContentsId = scroll_to_tab_id = g.NavWindowingTarget->TabId; // Apply request requests if (scroll_to_tab_id != 0) @@ -10481,9 +10494,9 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) { if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) tab_bar->Tabs.erase(tab); - if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } - if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } - if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } + if (tab_bar->VisibleTabContentsId == tab_id){ tab_bar->VisibleTabContentsId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } } // Called on manual closure attempt @@ -10497,7 +10510,7 @@ void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) // This will remove a frame of lag for selecting another tab on closure. // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure tab->WantClose = true; - if (tab_bar->VisibleTabId == tab->ID) + if (tab_bar->VisibleTabContentsId == tab->ID) { tab->LastFrameVisible = -1; tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; @@ -10506,7 +10519,7 @@ void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) else { // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) - if (tab_bar->VisibleTabId != tab->ID) + if (tab_bar->VisibleTabContentsId != tab->ID) TabBarQueueFocus(tab_bar, tab); } } @@ -10797,6 +10810,12 @@ void ImGui::EndTabItem() PopID(); } +bool ImGui::TabItemIsContentsAppearing() +{ + ImGuiContext& g = *GImGui; + return g.CurrentTabBar->LastTabItemContentsAppearing; +} + bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) { ImGuiContext& g = *GImGui; @@ -10911,21 +10930,24 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, TabBarQueueFocus(tab_bar, tab); } + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (tab_bar->VisibleTabContentsId == 0 && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_bar->VisibleTabContentsId = id; + // Lock visibility // (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!) - bool tab_contents_visible = (tab_bar->VisibleTabId == id); + const bool tab_contents_visible = (tab_bar->VisibleTabContentsId == id); if (tab_contents_visible) tab_bar->VisibleTabWasSubmitted = true; - - // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches - if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL) - if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) - tab_contents_visible = true; + tab_bar->LastTabItemContentsAppearing = tab_contents_visible && !tab->ContentsIsVisible; + tab->ContentsIsVisible = tab_contents_visible; // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. if (tab_appearing && (!tab_bar_appearing || tab_is_new)) { + // This path doesn't render the tab. ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); if (is_tab_button) return false;