Compare commits

..

No commits in common. "master" and "v1.93.0" have entirely different histories.

65 changed files with 531 additions and 903 deletions

View File

@ -77,7 +77,7 @@ jobs:
run: |
cd examples\example_null
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
.\build_win.bat /W4
.\build_win32.bat /W4
- name: Build example_null (single file build)
shell: bash
@ -268,39 +268,6 @@ 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
@ -556,7 +523,7 @@ jobs:
- name: Install Dependencies
run: |
brew install glfw sdl2 sdl3
brew install glfw3 sdl2 sdl3
- name: Build example_null (extra warnings, clang 64-bit)
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1

1
.gitignore vendored
View File

@ -66,7 +66,6 @@ cmake-build-*
## Unix executables from our example Makefiles
examples/example_apple_metal/example_apple_metal
examples/example_apple_metal4/example_apple_metal4
examples/example_apple_opengl2/example_apple_opengl2
examples/example_apple_opengl3/example_apple_opengl3
examples/example_glfw_metal/example_glfw_metal

View File

@ -139,7 +139,7 @@ void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, i
{
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal4_Init()?");
IM_ASSERT(frameInFlightIndex < (int)bd->SharedMetalContext.framesInFlight && "frameInFlightIndex out of range! See framesInFlight passed to ImGui_ImplMetal4_Init().");
IM_ASSERT(frameInFlightIndex < bd->SharedMetalContext.framesInFlight && "frameInFlightIndex out of range! See framesInFlight passed to ImGui_ImplMetal4_Init().");
#ifdef IMGUI_IMPL_METAL_CPP
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
#else
@ -479,7 +479,7 @@ bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQue
bd->SharedMetalContext.commandQueue = commandQueue;
bd->SharedMetalContext.framesInFlight = (NSUInteger)framesInFlight;
NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches = [NSMutableArray array];
for (NSUInteger i = 0; i < (NSUInteger)framesInFlight; i++)
for (NSUInteger i = 0; i < framesInFlight; i++)
[bufferCaches addObject:[NSMutableArray array]];
bd->SharedMetalContext.bufferCaches = bufferCaches;
return true;

View File

@ -35,83 +35,6 @@ HOW TO UPDATE?
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.93.1 WIP (In Progress)
-----------------------------------------------------------------------
Breaking Changes:
Autumn cleanup of stuff marked obsolete more than two years ago:
- Commented out legacy names/functions which were obsoleted in 1.90.7 (May 2024);
- `ImGuiMod_Shortcut` --> `ImGuiMod_Ctrl` (since 1.90.7 it maps to Cmd on macOS)
- Commented out legacy names/functions which were obsoleted in 1.90.9 (July 2024);
- `ImGuiCol_TabActive` --> `ImGuiCol_TabSelected`
- `ImGuiCol_TabUnfocused` --> `ImGuiCol_TabDimmed`
- `ImGuiCol_TabUnfocusedActive` --> `ImGuiCol_TabDimmedSelected`
- Commented out legacy names/functions which were obsoleted in 1.91.0 (July 2024);
- `ImGuiSelectableFlags_DontClosePopups` --> `ImGuiSelectableFlags_NoAutoClosePopups`
- `PushButtonRepeat(bool repeat)` --> `PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat)`
- `PopButtonRepeat()` --> `PopItemFlag()`
- `PushTabStop(bool tab_stop)` --> `PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);`
- `PopTabStop()` --> `PopItemFlag()`
- Commented out legacy names/functions which were obsoleted in 1.91.1 (Sept 2024);
- `io.GetClipboardTextFn` --> `platform_io.Platform_GetClipboardTextFn`
- `io.SetClipboardTextFn` --> `platform_io.Platform_SetClipboardTextFn`
- `io.ClipboardUserData` --> `platform_io.Platform_ClipboardUserData`
- Please also try to get rid of calls to `GetContentRegionMax()`, `GetWindowContentRegionMin()`
and `GetWindowContentRegionMax()` will may be removed soon-ish: you should not
ever need those functions. See #7838.
Other Changes:
- Style:
- `StyleColorsDark()`: tweaked WindowBg to be darker than in 1.93.0.
- 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
- Windows:
- Using `SetNextWindowPos()` with a pivot while a window is hidden and measuring
size will still apply temporary position until size is figured out. (#9568)
- TreeNode:
- TreeNodeGetOpen(): added flags parameter to allow passing `ImGuiTreeNodeFlags_DefaultOpen`
or `ImGuiTreeNodeFlags_Leaf`. (#9569, #9592, #3823, #9251) [@adalisk-emikhaylov, @Yaki-Blake]
- Popups:
- Modals: fixed an assert displaying a modal in an environment where
`io.DisplayFramebufferScale` is not an integer (regression in 1.93.0). (#9598)
- Tables:
- Fixed various border overshooting issues, some mostly visible with transparent
borders and under specific conditions: (#4678)
- On non-scrolling tables, inner horizontal borders slightly overlapped
outer vertical ones with certain settings.
- On non-scrolling tables, clamping lower border coordinates to stay within
visible range (no visible change, but it makes ImDrawCmd AABB more sensible).
- Fixed vertical inner borders slightly overlapping bottom outer border.
- Fixed various issues using `ImGuiTableFlags_NoHostExtendX`/`_NoHostExtendY`:
- Fixed selectable highlight straying off the X2/Y2 clipping limit.
- Fixed parent window work rectangle affecting the Y2 clipping limit.
- Fixed the Y2 clipping limit overlapping bottom outer border.
- Multi-Select:
- Fixed `ImGuiSelectionBasicStorage::GetNextSelectedItem()` reading one past the
end of storage when trailing items are unselected (#9604) [@MilosLord]
- Drags: fixed handling of `ImGuiSliderFlags_WrapAround`: value could temporarily
escape the range when dragging fast. (#9612, #9611, #7749) [@swayie, @ocornut]
- ColorEdit:
- ColorButton, ColorEdit, ColorPicker: fixed an issue rendering colors when
inside a `BeginDisabled(false)` block, caused by the alpha cancelling-out
code in 1.93.0. (#9511, #9613, #9614) [@tksuoran]
- 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]
-----------------------------------------------------------------------
VERSION 1.93.0 (Released 2026-10-14)
-----------------------------------------------------------------------
@ -246,7 +169,6 @@ 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.

View File

@ -113,7 +113,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
- [imgui_explorer](https://pthom.github.io/imgui_explorer): Web version of the demo w/ source code browser, courtesy of [@pthom](https://github.com/pthom).
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20261015-win32.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20261015-win32.zip) (Win32, 1.93.0, built 2026/10/15, master) or [older binaries](https://www.dearimgui.com/binaries).
- [imgui-demo-binaries-20260225.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20260225.zip) (Windows, 1.92.6, built 2026/02/25, master) or [older binaries](https://www.dearimgui.com/binaries).
### Gallery

View File

@ -111,6 +111,7 @@
#if TARGET_OS_OSX
ImGui_ImplOSX_Init(self.view);
[NSApp activateIgnoringOtherApps:YES];
#endif
}
@ -272,22 +273,6 @@
@implementation AppDelegate
-(void)applicationDidFinishLaunching:(NSNotification *)notification
{
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+Metal Example"];
NSMenuItem* quitMenuItem = [appMenu addItemWithTitle:@"Quit" action:@selector(terminate:) keyEquivalent:@"q"];
[quitMenuItem setTarget:NSApp];
[quitMenuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
NSMenuItem* appMenuItem = [[NSMenuItem alloc] init];
[appMenuItem setSubmenu:appMenu];
[mainMenuBar addItem:appMenuItem];
[NSApp setMainMenu:mainMenuBar];
[NSApp activateIgnoringOtherApps:YES];
}
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
@ -302,7 +287,6 @@
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
backing:NSBackingStoreBuffered
defer:NO];
self.window.title = @"Dear ImGui OSX+Metal Example";
self.window.contentViewController = rootViewController;
[self.window center];
[self.window makeKeyAndOrderFront:self];
@ -350,6 +334,7 @@ int main(int, const char**)
AppDelegate *appDelegate = [[AppDelegate alloc] init]; // creates window
[NSApp setDelegate:appDelegate];
[NSApp activateIgnoringOtherApps:YES];
[NSApp run];
}
return 0;

View File

@ -117,6 +117,7 @@
#if TARGET_OS_OSX
ImGui_ImplOSX_Init(self.view);
[NSApp activateIgnoringOtherApps:YES];
#endif
}
@ -288,22 +289,6 @@
@implementation AppDelegate
-(void)applicationDidFinishLaunching:(NSNotification *)notification
{
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+Metal4 Example"];
NSMenuItem* quitMenuItem = [appMenu addItemWithTitle:@"Quit" action:@selector(terminate:) keyEquivalent:@"q"];
[quitMenuItem setTarget:NSApp];
[quitMenuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
NSMenuItem* appMenuItem = [[NSMenuItem alloc] init];
[appMenuItem setSubmenu:appMenu];
[mainMenuBar addItem:appMenuItem];
[NSApp setMainMenu:mainMenuBar];
[NSApp activateIgnoringOtherApps:YES];
}
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
@ -318,7 +303,6 @@
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
backing:NSBackingStoreBuffered
defer:NO];
self.window.title = @"Dear ImGui OSX+Metal4 Example";
self.window.contentViewController = rootViewController;
[self.window center];
[self.window makeKeyAndOrderFront:self];
@ -366,6 +350,7 @@ int main(int, const char**)
AppDelegate *appDelegate = [[AppDelegate alloc] init]; // creates window
[NSApp setDelegate:appDelegate];
[NSApp activateIgnoringOtherApps:YES];
[NSApp run];
}
return 0;

View File

@ -191,14 +191,19 @@
-(void)setupMenu
{
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
NSMenuItem* quitMenuItem = [appMenu addItemWithTitle:@"Quit" action:@selector(terminate:) keyEquivalent:@"q"];
[quitMenuItem setTarget:NSApp];
[quitMenuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
NSMenu* appMenu;
NSMenuItem* menuItem;
NSMenuItem* appMenuItem = [[NSMenuItem alloc] init];
[appMenuItem setSubmenu:appMenu];
[mainMenuBar addItem:appMenuItem];
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
menuItem = [[NSMenuItem alloc] init];
[menuItem setSubmenu:appMenu];
[mainMenuBar addItem:menuItem];
appMenu = nil;
[NSApp setMainMenu:mainMenuBar];
}
@ -209,6 +214,10 @@
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Make the application a foreground application (else it won't receive keyboard events)
ProcessSerialNumber psn = {0, kCurrentProcess};
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Menu
[self setupMenu];
@ -232,8 +241,6 @@
NSLog(@"No OpenGL Context!");
[view initialize];
[NSApp activateIgnoringOtherApps:YES];
}
@end
@ -242,17 +249,14 @@
// Application main() function
//-----------------------------------------------------------------------------------
int main(int, const char**)
int main(int argc, const char* argv[])
{
@autoreleasepool
{
[NSApplication sharedApplication];
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
AppDelegate* appDelegate = [[AppDelegate alloc] init];
[NSApp setDelegate:appDelegate];
NSApp = [NSApplication sharedApplication];
AppDelegate* delegate = [[AppDelegate alloc] init];
[[NSApplication sharedApplication] setDelegate:delegate];
[NSApp run];
}
return 0;
return NSApplicationMain(argc, argv);
}

View File

@ -191,14 +191,19 @@
-(void)setupMenu
{
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL3 Example"];
NSMenuItem* quitMenuItem = [appMenu addItemWithTitle:@"Quit" action:@selector(terminate:) keyEquivalent:@"q"];
[quitMenuItem setTarget:NSApp];
[quitMenuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
NSMenu* appMenu;
NSMenuItem* menuItem;
NSMenuItem* appMenuItem = [[NSMenuItem alloc] init];
[appMenuItem setSubmenu:appMenu];
[mainMenuBar addItem:appMenuItem];
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL3 Example"];
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL3 Example" action:@selector(terminate:) keyEquivalent:@"q"];
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
menuItem = [[NSMenuItem alloc] init];
[menuItem setSubmenu:appMenu];
[mainMenuBar addItem:menuItem];
appMenu = nil;
[NSApp setMainMenu:mainMenuBar];
}
@ -209,6 +214,10 @@
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Make the application a foreground application (else it won't receive keyboard events)
ProcessSerialNumber psn = {0, kCurrentProcess};
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Menu
[self setupMenu];
@ -233,8 +242,6 @@
NSLog(@"No OpenGL Context!");
[view initialize];
[NSApp activateIgnoringOtherApps:YES];
}
@end
@ -243,17 +250,14 @@
// Application main() function
//-----------------------------------------------------------------------------------
int main(int, const char**)
int main(int argc, const char* argv[])
{
@autoreleasepool
{
[NSApplication sharedApplication];
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
AppDelegate* appDelegate = [[AppDelegate alloc] init];
[NSApp setDelegate:appDelegate];
NSApp = [NSApplication sharedApplication];
AppDelegate* delegate = [[AppDelegate alloc] init];
[[NSApplication sharedApplication] setDelegate:delegate];
[NSApp run];
}
return 0;
return NSApplicationMain(argc, argv);
}

View File

@ -1,21 +0,0 @@
@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%

View File

@ -0,0 +1,8 @@
@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%

View File

@ -1,21 +0,0 @@
@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%

View File

@ -0,0 +1,8 @@
@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%

View File

@ -1,25 +0,0 @@
@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%

View File

@ -0,0 +1,14 @@
@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%

View File

@ -0,0 +1,14 @@
@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%

View File

@ -1,3 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler.
@REM Build for Visual Studio compiler. Run your copy of vcvars32.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

View File

@ -92,9 +92,8 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>
</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -108,9 +107,8 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>
</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -128,9 +126,8 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>
</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -148,9 +145,8 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>
</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>

View File

@ -1,21 +0,0 @@
@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

View File

@ -0,0 +1,8 @@
@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

View File

@ -97,7 +97,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -113,7 +113,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -133,7 +133,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -154,7 +154,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -186,4 +186,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -1,21 +0,0 @@
@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

View File

@ -0,0 +1,8 @@
@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

View File

@ -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_win.bat or directly:
Use build_win32.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

View File

@ -1,21 +0,0 @@
@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

View File

@ -0,0 +1,8 @@
@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

View File

@ -1,21 +0,0 @@
@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

View File

@ -0,0 +1,8 @@
@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

View File

@ -1,25 +0,0 @@
@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

View File

@ -0,0 +1,14 @@
@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

View File

@ -0,0 +1,14 @@
@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

View File

@ -1,23 +0,0 @@
@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

View File

@ -0,0 +1,8 @@
@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

View File

@ -97,7 +97,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -113,7 +113,7 @@
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -133,7 +133,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -154,7 +154,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -186,4 +186,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -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_win.bat or directly:
Use build_win32.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

View File

@ -1,27 +0,0 @@
@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

View File

@ -0,0 +1,14 @@
@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

View File

@ -0,0 +1,14 @@
@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

View File

@ -1,27 +0,0 @@
@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

View File

@ -0,0 +1,14 @@
@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

View File

@ -1,23 +0,0 @@
@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

View File

@ -0,0 +1,8 @@
@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

View File

@ -1,25 +0,0 @@
@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

View File

@ -0,0 +1,14 @@
@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

View File

@ -0,0 +1,14 @@
@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

View File

@ -1,8 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat or vcvarsall.bat to setup command-line compiler.
@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_directx10
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp
@set LIBS=d3d10.lib d3dcompiler.lib
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" 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%

View File

@ -93,7 +93,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -108,7 +108,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -127,7 +127,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -146,7 +146,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -175,4 +175,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -1,9 +1,9 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler.
@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_directx11
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=d3d11.lib d3dcompiler.lib
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" 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%

View File

@ -93,7 +93,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -108,7 +108,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -127,7 +127,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -146,7 +146,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -175,4 +175,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -1,4 +1,4 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat, or vcvarsall.bat to setup command-line compiler.
@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_directx12
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"

View File

@ -1,21 +0,0 @@
@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%

View File

@ -0,0 +1,8 @@
@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%

View File

@ -1,4 +1,4 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat, vcvars64.bat or vcvarsall.bat to setup command-line compiler.
@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_opengl3
@set INCLUDES=/I..\.. /I..\..\backends

View File

@ -1,21 +0,0 @@
@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%

View File

@ -0,0 +1,9 @@
@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%

View File

@ -0,0 +1,9 @@
@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%

View File

@ -1,4 +1,4 @@
// dear imgui, v1.93.1 WIP
// dear imgui, v1.93.0
// (main code and documentation)
// Help:
@ -395,19 +395,6 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
2026/10/15 (1.93.1) - commented out legacy names/functions which were obsoleted from 1.90.7 (May 2024) to 1.91.1 (Sept 2024):
- `ImGuiMod_Shortcut` --> `ImGuiMod_Ctrl` (since 1.90.7 it maps to Cmd on macOS)
- `ImGuiCol_TabActive` --> `ImGuiCol_TabSelected`
- `ImGuiCol_TabUnfocused` --> `ImGuiCol_TabDimmed`
- `ImGuiCol_TabUnfocusedActive` --> `ImGuiCol_TabDimmedSelected`
- `ImGuiSelectableFlags_DontClosePopups`-> `ImGuiSelectableFlags_NoAutoClosePopups`
- `PushButtonRepeat(bool repeat)` --> `PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat)`
- `PopButtonRepeat()` --> `PopItemFlag()`
- `PushTabStop(bool tab_stop)` --> `PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);`
- `PopTabStop()` --> `PopItemFlag()`
- `io.GetClipboardTextFn` --> `platform_io.Platform_GetClipboardTextFn`
- `io.SetClipboardTextFn` --> `platform_io.Platform_SetClipboardTextFn`
- `io.ClipboardUserData` --> `platform_io.Platform_ClipboardUserData`
2026/10/07 (1.93.0) - large cleanup/refactor of ImDrawList. many issues and inconsistencies fixed! (#9504)
BELOW IS A SIMPLIFIED/SHORTENED RECAP OF CHANGES. READ CHANGELOG AND LINKS ABOVE FOR MORE DETAILS!
useful links:
@ -1628,10 +1615,6 @@ ImGuiStyle::ImGuiStyle()
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular 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.
@ -2269,14 +2252,14 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
int ImStricmp(const char* str1, const char* str2)
{
int d;
while ((d = ImToUpper(*str1) - ImToUpper(*str2)) == 0 && *str1) { str1++; str2++; }
while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 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(*str1) - ImToUpper(*str2)) == 0 && *str1) { str1++; str2++; count--; }
while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
return d;
}
@ -4744,13 +4727,12 @@ 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 (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]);
for (ImGuiContextHook& hook : g.Hooks)
if (hook.Type == hook_type)
hook.Callback(&g, &hook);
}
//-----------------------------------------------------------------------------
@ -6122,8 +6104,7 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32
if (draw_list->CmdBuffer.Size == 0)
draw_list->AddDrawCmd();
draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to strictly ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
draw_list->PrimReserve(6, 4);
draw_list->PrimRect(viewport_rect.Min, viewport_rect.Max, col);
draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
ImDrawCmd cmd = draw_list->CmdBuffer.back();
IM_ASSERT(cmd.ElemCount == 6);
draw_list->CmdBuffer.pop_back();
@ -7994,13 +7975,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Pos = parent_window->DC.CursorPos;
}
if (window->SetWindowPosVal.x != FLT_MAX)
{
const ImVec2 backup_pos_val = window->SetWindowPosVal;
const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
if (window_pos_with_pivot)
SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
if (window->HiddenFramesCannotSkipItems != 0)
window->SetWindowPosVal = backup_pos_val; // Restore set request while hidden, so an updated size will be accounted for. (#9568)
}
else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
window->Pos = FindBestWindowPosForPopup(window);
else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
@ -11218,15 +11195,6 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
// #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct!
if (true) IM_ASSERT(1); else IM_ASSERT(0);
// Check user IM_VEC2_CLASS_EXTRA macro
// (IF YOU GET A "ambiguous overload" COMPILE ERROR HERE: does your IM_VEC2_CLASS_EXTRA macro contains an operator=?
// e.g. ImVec2& operator=(const MyPoint & p) { x = p.x; y = p.y; return *this; }
// You should be able to remove it if you have the corresponding constructor:
// e.g. IM_NODEBUGSTEP constexpr inline ImVec2(const MyPoint& f) : x(f.x), y(f.y) {}
// Allowing you to add this extra operator to ImVec2 would prevent our whole codebase from using v = {x,y} assignment style.
// PLEASE GET IN TOUCH IF REMOVING THE operator= IS A PROBLEM TO YOU)
ImVec2 v; v = { 1.0f, 2.0f };
// Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
// Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
#ifdef __EMSCRIPTEN__
@ -11276,10 +11244,10 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
}
// Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024)
//if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl))
// g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); };
//if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl))
// g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); };
if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl))
g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); };
if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl))
g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); };
// Remap legacy CurveTessellationTol into CurveTessellationMaxError (OBSOLETED in 1.93.0, August 2026)
if (g.Style.CurveTessellationTol != 0.0f)

48
imgui.h
View File

@ -1,4 +1,4 @@
// dear imgui, v1.93.1 WIP
// dear imgui, v1.93.0
// (headers)
// Help:
@ -29,8 +29,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.93.1 WIP"
#define IMGUI_VERSION_NUM 19302
#define IMGUI_VERSION "1.93.0"
#define IMGUI_VERSION_NUM 19300
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
@ -130,7 +130,6 @@ Index of this file:
// Alternative to using a .natstepfilter file or other scripts in misc/debuggers/ to skip debug-stepping selected trivial functions.
// If you get a compiler error or warning related to use, please report it to us!
#ifndef IM_NODEBUGSTEP
#if (defined(__clang__) && (__clang_major__ >= 7)) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)))
#define IM_NODEBUGSTEP [[gnu::artificial]]
#elif defined(_MSC_VER) && (_MSC_VER >= 1915)
@ -138,7 +137,6 @@ Index of this file:
#else
#define IM_NODEBUGSTEP
#endif
#endif
// Warnings
#ifdef _MSC_VER
@ -769,7 +767,7 @@ 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, ImGuiTreeNodeFlags flags = 0); // retrieve tree node open/close state.
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); // retrieve tree node open/close state.
// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
@ -1409,7 +1407,7 @@ enum ImGuiSelectableFlags_
ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
//ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
#endif
};
@ -1712,7 +1710,7 @@ enum ImGuiKey : int
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore)
//ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl (will auto map to Cmd on Mac)
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_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
#endif
@ -1841,10 +1839,10 @@ enum ImGuiCol_
ImGuiCol_COUNT,
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
//ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
//ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
//ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
ImGuiCol_TabActive = ImGuiCol_TabSelected, // [renamed in 1.90.9]
ImGuiCol_TabUnfocused = ImGuiCol_TabDimmed, // [renamed in 1.90.9]
ImGuiCol_TabUnfocusedActive = ImGuiCol_TabDimmedSelected, // [renamed in 1.90.9]
ImGuiCol_NavHighlight = ImGuiCol_NavCursor, // [renamed in 1.91.4]
#endif
};
@ -2396,10 +2394,6 @@ struct ImGuiStyle
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
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.
@ -2684,11 +2678,11 @@ struct ImGuiIO
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92.0 (June 2025)
// [Moved in 1.91.1] Clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
//const char* (*GetClipboardTextFn)(void* user_data); // --> `platform_io.Platform_GetClipboardTextFn`
//void (*SetClipboardTextFn)(void* user_data, const char* text); // --> `platform_io.Platform_SetClipboardTextFn`
//void* ClipboardUserData; // --> `platform_io.Platform_ClipboardUserData`
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
//void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
#endif
@ -3395,8 +3389,7 @@ enum ImDrawFlags_
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundTop,
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundBottom,
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundLeft,
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundRight,
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundMask_,
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundRight,
#endif
};
@ -3604,7 +3597,7 @@ struct ImDrawData
ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
int CmdListsCount; // [OBSOLETED in 1.92.9] Use CmdLists.Size instead. Number of ImDrawList* to render.
int CmdListsCount; // Use CmdLists.Size instead. Number of ImDrawList* to render.
#endif
// Functions
@ -4236,17 +4229,16 @@ namespace ImGui
// OBSOLETED in 1.91.9 (from February 2025)
IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
// OBSOLETED in 1.91.0 (from July 2024)
inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
inline void PopButtonRepeat() { PopItemFlag(); }
inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
inline void PopTabStop() { PopItemFlag(); }
// You do not need those functions! See #7838 on GitHub for more info.
IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
// OBSOLETED in 1.91.0 (from July 2024)
//inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
//inline void PopButtonRepeat() { PopItemFlag(); }
//inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
//inline void PopTabStop() { PopItemFlag(); }
// OBSOLETED in 1.90.0 (from September 2023)
//IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits.
//IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); // Getter signature changed. See 2023/09/15 and 2026/02/27 commits.

View File

@ -1,4 +1,4 @@
// dear imgui, v1.93.1 WIP
// dear imgui, v1.93.0
// (demo code)
// Help:
@ -1651,10 +1651,10 @@ static void DemoWindowWidgetsDragAndDrop()
{
if (ImGui::TreeNode("Drag and Drop"))
{
IMGUI_DEMO_MARKER("Widgets/Drag and Drop");
IMGUI_DEMO_MARKER("Widgets/Drag and drop");
if (ImGui::TreeNode("Drag and drop in standard widgets"))
{
IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Standard widgets");
IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");
// ColorEdit widgets automatically act as drag source and drag target.
// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
// to allow your own widgets to use colors in their drag and drop interaction.
@ -1669,7 +1669,7 @@ static void DemoWindowWidgetsDragAndDrop()
if (ImGui::TreeNode("Drag and drop to copy/swap items"))
{
IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Copy-swap items");
IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");
enum Mode
{
Mode_Copy,
@ -1842,7 +1842,6 @@ static void DemoWindowWidgetsDragsAndSliders()
//ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange
//ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags);
ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
ImGui::DragFloat("DragFloat (0 -> 100)", &drag_f, 0.2f, 0, 100, "%.2f", flags);
ImGui::DragFloat4("DragFloat4 (0 -> 1)", drag_f4, 0.005f, 0.0f, 1.0f, "%.3f", flags); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers.
// Sliders
@ -1853,7 +1852,7 @@ static void DemoWindowWidgetsDragsAndSliders()
ImGui::Text("Underlying float value: %f", slider_f);
ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders);
ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders);
ImGui::SliderFloat4("SliderFloat4 (0 -> 1)", slider_f4, 0.0f, 1.0f, "%.3f", flags_for_sliders); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers.
ImGui::SliderFloat4("SliderFloat4 (0 -> 1)", slider_f4, 0.0f, 1.0f, "%.3f", flags); // Multi-component item, mostly here to document the effect of ImGuiSliderFlags_ColorMarkers.
ImGui::TreePop();
}
@ -4431,7 +4430,6 @@ 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);
@ -6429,9 +6427,7 @@ static void DemoWindowTables()
{
static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells
static bool init = true;
if (show_widget_frame_bg)
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 0.0f);
else
if (!show_widget_frame_bg)
ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);
for (int cell = 0; cell < 3 * 5; cell++)
{
@ -6443,9 +6439,7 @@ static void DemoWindowTables()
ImGui::InputText("##cell", text_bufs[cell], IM_COUNTOF(text_bufs[cell]));
ImGui::PopID();
}
if (show_widget_frame_bg)
ImGui::PopStyleVar();
else
if (!show_widget_frame_bg)
ImGui::PopStyleColor();
init = false;
ImGui::EndTable();
@ -6959,7 +6953,6 @@ static void DemoWindowTables()
if (ImGui::TreeNode("Outer size"))
{
IMGUI_DEMO_MARKER("Tables/Outer size");
// Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY
// Important to that note how the two flags have slightly different behaviors!
ImGui::Text("Using NoHostExtendX and NoHostExtendY:");
@ -7055,7 +7048,7 @@ static void DemoWindowTables()
// We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.
if (row_bg_type != 0)
{
ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.40f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.40f)); // Flat or Gradient?
ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?
ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);
}
@ -8814,10 +8807,6 @@ 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("Tooltips");
for (int n = 0; n < 2; n++)
if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
@ -9222,8 +9211,8 @@ struct ExampleAppConsole
}
// Portable helpers
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 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 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; }

View File

@ -1,4 +1,4 @@
// dear imgui, v1.93.1 WIP
// dear imgui, v1.93.0
// (drawing and font code)
/*
@ -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(0.15f, 0.15f, 0.15f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.18f, 0.18f, 0.18f, 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);
@ -2280,7 +2280,7 @@ void ImDrawList::_AddRectTinyRounding(const ImVec2& p_min, const ImVec2& p_max,
const float stem_y = outer_y + corner_offset[corner].y * stem_offset;
const float inner_x = outer_x + corner_offset[corner].x * thickness;
const float inner_y = outer_y + corner_offset[corner].y * thickness;
const bool is_rounded = (flags & corner_flags[corner]) != 0;
const bool is_rounded = (flags & corner_flags[corner]);
const int arc_idx = (int)_VtxCurrentIdx;
if (is_rounded)
@ -6156,7 +6156,7 @@ static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codep
return NULL;
}
float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint)
static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint)
{
if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout)
{
@ -7551,6 +7551,7 @@ begin:
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderArrowPointingAt()
// - RenderRectFilledInRangeH()
// - RenderRectFilledWithHole()
//-----------------------------------------------------------------------------
@ -7558,47 +7559,36 @@ begin:
// - RenderColorRectWithAlphaCheckerboard()
//-----------------------------------------------------------------------------
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] = ImRoundSigned(p[0]);
p[1] = ImRoundSigned(p[1]);
p[2] = ImRoundSigned(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.
// 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
void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
{
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);
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);
}
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
@ -7623,6 +7613,19 @@ 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
}
}
static inline float ImAcos01(float x)
{
if (x <= 0.0f) return IM_PI * 0.5f;

View File

@ -1,4 +1,4 @@
// dear imgui, v1.93.1 WIP
// dear imgui, v1.93.0
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@ -284,8 +284,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // Positive values only! == ImTrunc() which is not inlined in MSVC debug builds
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // Positive values only! == ImRoundPositive() which is not inlined in MSVC debug builds.
#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // Positive values only! ImTrunc() is not inlined in MSVC debug builds
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // Positive values only!
//#define IM_FLOOR IM_TRUNC // [OBSOLETE] Renamed in 1.90.0 (Sept 2023)
// Hint for branch prediction
@ -531,9 +531,6 @@ template<typename T> T ImLerp(T a, T b, float t) { return
template<typename T> void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
template<typename T> T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
template<typename T> T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
inline float ImMod(float a, float b) { return ImFmod(a, b); }
inline double ImMod(double a, double b) { return (double)ImFmod((float)a, (float)b); } // FIXME
template<typename T> T ImMod(T a, T b) { return a % b; }
// - Misc maths helpers
inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
@ -545,15 +542,12 @@ inline float ImSaturate(float f) { return
inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
inline float ImTrunc(float f) { return (float)(int)(f); } // == IM_TRUNC()
inline float ImTrunc(float f) { return (float)(int)(f); }
inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
inline float ImTrunc64(float f) { return (float)(ImS64)(f); }
inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); }
inline float ImRoundPositive(float f) { return (float)(int)(f + 0.5f); } // == IM_ROUND(). Positive values only.
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 ImRoundSigned(float f) { return (float)(int)(f >= 0.0f ? f + 0.5f : f - 0.5f); }
inline ImVec2 ImRoundSigned(const ImVec2& v) { return ImVec2((float)(int)(v.x >= 0.0f ? v.x + 0.5f : v.x - 0.5f), (float)(int)(v.y >= 0.0f ? v.y + 0.5f : v.y - 0.5f)); }
inline float ImRoundSigned64(float f) { return (float)(ImS64)(f >= 0.0f ? f + 0.5f : f - 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; }
@ -658,7 +652,6 @@ struct IMGUI_API ImRect
void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
void ShrinkClamp(const ImVec2& inset_min, const ImVec2& inset_max) { Min.x = ImMin(Min.x + inset_min.x, Max.x); Min.y = ImMin(Min.y + inset_min.y, Max.y); Max.x = ImMax(Max.x - inset_max.x, Min.x); Max.y = ImMax(Max.y - inset_max.y, Min.y); }
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
const ImVec4& AsVec4() const { return *(const ImVec4*)&Min.x; }
@ -2942,7 +2935,7 @@ struct ImGuiTabItem
{
ImGuiID ID;
ImGuiTabItemFlags Flags;
int LastFrameVisible; // TabItem visibility (not contents visibility)
int LastFrameVisible;
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
@ -2952,7 +2945,6 @@ 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; }
};
@ -2967,7 +2959,7 @@ struct IMGUI_API ImGuiTabBar
ImGuiID SelectedTabId; // Selected tab/window
ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation
ImGuiID NextScrollToTabId;
ImGuiID VisibleTabContentsId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview)
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview)
int CurrFrameVisible;
int PrevFrameVisible;
ImRect BarRect;
@ -2989,7 +2981,6 @@ 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.
@ -3162,7 +3153,6 @@ struct IMGUI_API ImGuiTable
ImU32 BorderColorLight;
float BorderX1;
float BorderX2;
float BorderSize;
float HostIndentX;
float MinColumnWidth;
float OuterPaddingX;
@ -3265,7 +3255,6 @@ struct IMGUI_API ImGuiTableTempData
int TableIndex; // Index in g.Tables.Buf[] pool
float LastTimeActive; // Last timestamp this structure was used
float AngledHeadersExtraWidth; // Used in EndTable()
ImRect BorderOuterSizes;
ImVector<ImGuiTableHeaderData> AngledHeadersRequests; // Used in TableAngledHeadersRow() // FIXME: Single instance is enough?
// Topology change
@ -3786,7 +3775,6 @@ 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);
@ -3814,9 +3802,9 @@ 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 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);
IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold);
@ -4144,8 +4132,6 @@ 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);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.93.1 WIP
// dear imgui, v1.93.0
// (tables and columns code)
/*
@ -478,24 +478,29 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
// Border size
// FIXME-WIP: Changing this is not currently simple due to ClipRect requirements. Easier to manage with new 1.93 primitives though.
const float border_size = table->BorderSize = TABLE_BORDER_SIZE;
// Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752)
// - We normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
// limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
// problem only affect scrolling tables in this case we can get away with doing it without extra cost).
// - (FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize,
// it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with
// different x/y values to BeginChild().)
// - For non-scrolling window, this is applied to table->InnerClipRect below.
temp_data->BorderOuterSizes.Min.x = (flags & ImGuiTableFlags_BordersOuterV) ? border_size : 0.0f;
temp_data->BorderOuterSizes.Min.y = (flags & ImGuiTableFlags_BordersOuterH) ? border_size : 0.0f;
temp_data->BorderOuterSizes.Max.x = ((flags & ImGuiTableFlags_BordersOuterV) && ((inner_window == outer_window) || inner_window->DecoOuterSizeX2 == 0.0f)) ? border_size : 0.0f;
temp_data->BorderOuterSizes.Max.y = ((flags & ImGuiTableFlags_BordersOuterH) && ((inner_window == outer_window) || inner_window->DecoOuterSizeY2 == 0.0f)) ? border_size : 0.0f;
// (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
// limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
// problem only affect scrolling tables in this case we can get away with doing it without extra cost).
if (inner_window != outer_window)
table->HostClipRect.ShrinkClamp(temp_data->BorderOuterSizes.Min, temp_data->BorderOuterSizes.Max);
{
// FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize,
// it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with
// different x/y values to BeginChild().
const float border_size = TABLE_BORDER_SIZE;
if (flags & ImGuiTableFlags_BordersOuterV)
{
table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + border_size, table->HostClipRect.Max.x);
if (inner_window->DecoOuterSizeX2 == 0.0f)
table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - border_size, table->HostClipRect.Min.x);
}
if (flags & ImGuiTableFlags_BordersOuterH)
{
table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + border_size, table->HostClipRect.Max.y);
if (inner_window->DecoOuterSizeY2 == 0.0f)
table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - border_size, table->HostClipRect.Min.y);
}
}
// Padding and Spacing
// - None ........Content..... Pad .....Content........
@ -504,22 +509,29 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad |
const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;
const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;
const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? border_size : 0.0f;
const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;
const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;
const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;
table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;
table->CellSpacingX2 = inner_spacing_explicit;
table->CellPaddingX = inner_padding_explicit;
const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? border_size : 0.0f;
const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;
table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;
table->CurrentColumn = -1;
table->CurrentRow = -1;
table->RowBgColorCounter = 0;
table->LastRowFlags = ImGuiTableRowFlags_None;
table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
table->InnerClipRect.ClipWithFull(table->HostClipRect);
table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y;
table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
table->RowCellPaddingY = 0.0f;
table->RowBgColorCounter = 0;
table->LastRowFlags = ImGuiTableRowFlags_None;
table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
table->IsUnfrozenRows = true;
@ -529,15 +541,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->AngledHeadersHeight = 0.0f;
temp_data->AngledHeadersExtraWidth = 0.0f;
table->CurrentColumn = -1;
table->CurrentRow = -1;
table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
if (inner_window == outer_window)
table->InnerClipRect.ShrinkClamp(temp_data->BorderOuterSizes.Min, temp_data->BorderOuterSizes.Max);
table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
table->InnerClipRect.ClipWithFull(table->HostClipRect);
if ((flags & ImGuiTableFlags_NoHostExtendY) == 0)
table->InnerClipRect.Max.y = table->HostClipRect.Max.y;
// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
@ -1274,7 +1277,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
}
if (order_n < table->FreezeColumnsCount)
host_clip_rect.Min.x = ImClamp(column->MaxX + table->BorderSize, host_clip_rect.Min.x, host_clip_rect.Max.x);
host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);
offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
}
@ -1306,12 +1309,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
table->Flags &= ~ImGuiTableFlags_NoHostExtendX;
if (table->Flags & ImGuiTableFlags_NoHostExtendX)
{
const float border_size_outer_w = (table->Flags & ImGuiTableFlags_BordersOuterV) ? table->BorderSize : 0.0f;
table->OuterRect.Max.x = table->WorkRect.Max.x = ImMin(table->OuterRect.Max.x, unused_x1 + border_size_outer_w);
table->InnerClipRect.Max.x = ImClamp(table->OuterRect.Max.x - border_size_outer_w, table->InnerClipRect.Min.x, table->InnerClipRect.Max.x);
table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1;
table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);
}
table->InnerWindow->ParentWorkRect = table->WorkRect; // Used by Selectable/TreeNode highlight
table->InnerWindow->ParentWorkRect.ShrinkClamp(temp_data->BorderOuterSizes.Min, temp_data->BorderOuterSizes.Max);
table->InnerWindow->ParentWorkRect = table->WorkRect;
table->BorderX1 = table->InnerClipRect.Min.x;
table->BorderX2 = table->InnerClipRect.Max.x;
@ -1502,10 +1503,10 @@ void ImGui::EndTable()
// but since the later is likely to be impossible to do we'd rather update both axes together.
if (table->Flags & ImGuiTableFlags_ScrollX)
{
const float border_size_outer_w = (table->Flags & ImGuiTableFlags_BordersOuterV) ? table->BorderSize : 0.0f;
const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
float max_pos_x = inner_window->DC.CursorMaxPos.x;
if (table->RightMostEnabledColumn != -1)
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - border_size_outer_w);
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
if (table->ResizedColumn != -1)
max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
inner_window->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
@ -2167,6 +2168,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
// Decide of top border color
ImU32 top_border_col = 0;
const float border_size = TABLE_BORDER_SIZE;
if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH))
top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
@ -2213,11 +2215,11 @@ void ImGui::TableEndRow(ImGuiTable* table)
// Draw top border
if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y1, top_border_col, table->BorderSize, ImDrawFlags_StrokeCenterBiased);
window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y1, top_border_col, border_size);
// Draw bottom border at the row unfreezing mark (always strong)
if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y2, table->BorderColorStrong, table->BorderSize, ImDrawFlags_StrokeCenterBiased);
window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y2, table->BorderColorStrong, border_size);
}
// End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
@ -2415,7 +2417,7 @@ void ImGui::TableEndCell(ImGuiTable* table)
//-------------------------------------------------------------------------
// [SECTION] Tables: Columns width management
//-------------------------------------------------------------------------
// - TableCalcMaxColumnWidth() [Internal]
// - TableGetMaxColumnWidth() [Internal]
// - TableGetColumnWidthAuto() [Internal]
// - TableSetColumnWidth()
// - TableSetColumnWidthAutoSingle() [Internal]
@ -2732,10 +2734,6 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table)
table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;
table->Bg2ClipRectForDrawCmd = table->HostClipRect;
IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);
if (table->Flags & ImGuiTableFlags_NoHostExtendX)
table->Bg2ClipRectForDrawCmd.Max.x = ImMin(table->Bg2ClipRectForDrawCmd.Max.x, table->BgClipRect.Max.x); // Don't apply to Bg0: shapes in Bg0 are already CPU clipped and it makes merging fails.
if (table->Flags & ImGuiTableFlags_NoHostExtendY)
table->Bg2ClipRectForDrawCmd.Max.y = ImMin(table->Bg2ClipRectForDrawCmd.Max.y, table->BgClipRect.Max.y); // "
}
// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().
@ -2893,7 +2891,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);
if ((merge_group_n & 2) == 0 || !has_freeze_v)
merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);
if ((merge_group_n & 1) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendX) == 0)
if ((merge_group_n & 1) != 0)
merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);
if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)
merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);
@ -2953,52 +2951,19 @@ static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_
void ImGui::TableDrawBorders(ImGuiTable* table)
{
ImGuiWindow* inner_window = table->InnerWindow;
if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) // Note how OuterWindow->ClipRect == table->Bg0ClipRectForDrawCmd
if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect))
return;
ImDrawList* inner_drawlist = inner_window->DrawList;
table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);
inner_drawlist->PushClipRect(table->OuterWindow->ClipRect.Min, table->OuterWindow->ClipRect.Max, false);
// For e.g. non scrolling table we limit vertex coordinates in order to keep ImDrawCmd AABB roughly within visible range.
const float border_size_outer_w = (table->Flags & ImGuiTableFlags_BordersOuterV) ? table->BorderSize : 0.0f;
const float border_size_outer_h = (table->Flags & ImGuiTableFlags_BordersOuterH) ? table->BorderSize : 0.0f;
const float border_size_inner = table->BorderSize;
const float draw_y2_limit = table->OuterWindow->ClipRect.Max.y + (2.0f * ImMax(border_size_outer_h, inner_drawlist->_FringeScale));
// Draw outer border
if (table->Flags & ImGuiTableFlags_BordersOuter)
{
// Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
// (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
// parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
// of it in inner window, and the part that's over scrollbars in the outer window..)
// Either solution currently won't allow us to use a larger border size: the border would clipped.
ImRect outer_border = table->OuterRect;
outer_border.Max.y = ImMin(outer_border.Max.y, draw_y2_limit); // Clamp but keep bottom border non-visible.
const ImU32 outer_col = table->BorderColorStrong;
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
{
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, border_size_outer_w);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
{
inner_drawlist->AddLineV(outer_border.Min.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size_outer_w);
inner_drawlist->AddLineV(outer_border.Max.x - border_size_outer_w, outer_border.Min.y, outer_border.Max.y, outer_col, border_size_outer_w);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterH)
{
inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Min.y, outer_col, border_size_outer_h);
inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Max.y - border_size_outer_h, outer_col, border_size_outer_h);
}
}
inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
// Draw inner border and resizing feedback
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? border_size_outer_h : 0.0f);
const float draw_y2_body = ImMin(table->InnerRect.Max.y - border_size_outer_h, draw_y2_limit);
const float draw_y2_head = table->IsUsingHeaders ? ImMin(draw_y2_body, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
const float border_size = TABLE_BORDER_SIZE;
const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? border_size : 0.0f);
const float draw_y2_body = table->InnerRect.Max.y;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
if (table->Flags & ImGuiTableFlags_BordersInnerV)
{
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
@ -3012,21 +2977,14 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
// FIXME-TABLE: 1-off display hack for right-most column when resizable (!Scroll && Resizable && (NoHostExtendX || RightMostIsFixed)).
// Fixing actual width would involve altering width_avail in layout and TableCalcMaxColumnWidth(), which would drop the property
// ColumnsGivenWidth == Outer Allocated Width. Worth reworking, but would only make sense if we accept that BorderSize affects layout.
float draw_x2 = column->MaxX;
if (draw_x2 >= table->InnerClipRect.Max.x && draw_x2 - 1.0f <= table->InnerClipRect.Max.x)
draw_x2 = table->InnerClipRect.Max.x;
if (draw_x2 >= table->InnerClipRect.Max.x && !is_resized && !is_hovered)
if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)
continue;
// Decide whether right-most column is visible
if (column->NextEnabledColumn == -1 && !is_resizable)
if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX))
continue;
if (draw_x2 <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
continue;
// Draw in outer window so right-most column won't be clipped
@ -3038,16 +2996,43 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0)
draw_y2 = draw_y2_body;
if (draw_y2 > draw_y1)
inner_drawlist->AddLineV(draw_x2, draw_y1, draw_y2, TableGetColumnBorderCol(table, order_n, column_n), border_size_inner);
inner_drawlist->AddLineV(column->MaxX, draw_y1, draw_y2, TableGetColumnBorderCol(table, order_n, column_n), border_size);
}
}
// Draw outer border
// FIXME: could use AddRect or explicit VLine/HLine helper?
if (table->Flags & ImGuiTableFlags_BordersOuter)
{
// Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
// (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
// parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
// of it in inner window, and the part that's over scrollbars in the outer window..)
// Either solution currently won't allow us to use a larger border size: the border would clipped.
const ImRect outer_border = table->OuterRect;
const ImU32 outer_col = table->BorderColorStrong;
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
{
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
{
inner_drawlist->AddLineV(outer_border.Min.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size);
inner_drawlist->AddLineV(outer_border.Max.x - border_size, outer_border.Min.y, outer_border.Max.y, outer_col, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterH)
{
inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Min.y, outer_col, border_size);
inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Max.y - border_size, outer_col, border_size);
}
}
if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
{
// Draw bottom-most row border between it and above outer border.
// Draw bottom-most row border between it is above outer border.
const float h_inset = (table->Flags & ImGuiTableFlags_BordersOuterV) ? border_size : 0.0f;
const float border_y = table->RowPosY2;
if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
inner_drawlist->AddLineH(table->BorderX1, table->BorderX2, border_y, table->BorderColorLight, border_size_inner);
inner_drawlist->AddLineH(table->BorderX1 + h_inset, table->BorderX2 - h_inset, border_y, table->BorderColorLight, border_size);
}
inner_drawlist->PopClipRect();
@ -3450,7 +3435,7 @@ void ImGui::TableHeader(const char* label)
PopStyleColor();
x += w_sort_text;
}
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);
RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
}
// Handle clicking on column header to adjust Sort Order
@ -3640,9 +3625,8 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
if (pass == 1)
{
// Draw border
draw_list->AddLine(
bg_shape[0] + ImVec2(table->BorderSize * 0.5f, 0.0f),
bg_shape[3] + ImVec2(table->BorderSize * 0.5f, 0.0f), TableGetColumnBorderCol(table, order_n, column_n), table->BorderSize);
const float border_size = TABLE_BORDER_SIZE;
draw_list->AddLine(bg_shape[0] + ImVec2(border_size * 0.5f, 0.0f), bg_shape[3] + ImVec2(border_size * 0.5f, 0.0f), TableGetColumnBorderCol(table, order_n, column_n), border_size);
}
}
PopClipRect();

View File

@ -1,4 +1,4 @@
// dear imgui, v1.93.1 WIP
// dear imgui, v1.93.0
// (widgets code)
/*
@ -2650,12 +2650,10 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
if (is_wrapped)
{
// Wrap values
const TYPE range = v_max - v_min + (is_floating_point ? 0 : 1);
TYPE offset = ImMod((TYPE)(v_cur - v_min), range);
if (offset < 0)
offset += range;
v_cur = (TYPE)(v_min + offset);
IM_ASSERT_PARANOID(v_cur >= v_min && v_cur <= v_max);
if (v_cur < v_min)
v_cur += v_max - v_min + (is_floating_point ? 0 : 1);
if (v_cur > v_max)
v_cur -= v_max - v_min + (is_floating_point ? 0 : 1);
}
else
{
@ -2702,7 +2700,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v
{
// Canceling action reverts to initial value
size_t data_size = DataTypeGetInfo(data_type)->Size;
bool value_changed = memcmp(p_v, &g.ActiveIdValueOnActivation, data_size) != 0;
bool value_changed = memcmp(p_v, &g.ActiveIdValueOnActivation, data_size);
memcpy(p_v, &g.ActiveIdValueOnActivation, data_size);
ClearActiveID();
return value_changed;
@ -3324,7 +3322,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type
{
// Canceling action reverts to initial value
size_t data_size = DataTypeGetInfo(data_type)->Size;
bool value_changed = memcmp(p_v, &g.ActiveIdValueOnActivation, data_size) != 0;
bool value_changed = memcmp(p_v, &g.ActiveIdValueOnActivation, data_size);
memcpy(p_v, &g.ActiveIdValueOnActivation, data_size);
ClearActiveID();
return value_changed;
@ -4473,7 +4471,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
if (new_text_len + BufTextLen + 1 > obj->TextA.Size && is_resizable && !is_readonly)
{
IM_ASSERT(Buf == obj->TextA.Data);
int new_buf_size = BufTextLen + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1;
int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
obj->TextA.resize(new_buf_size + 1);
obj->TextSrc = obj->TextA.Data;
Buf = obj->TextA.Data;
@ -6178,23 +6176,14 @@ 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 p, ImVec2 half_sz, float bar_w, float alpha)
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
{
ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
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));
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));
}
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
@ -6217,8 +6206,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
g.NextItemData.ClearFlags();
const float backup_alpha = g.Style.Alpha;
const bool is_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0 && (g.DisabledStackSize > 0); // Intentionally not check ItemFlagsSet
if (is_disabled)
if (g.DisabledStackSize > 0)
g.Style.Alpha = g.DisabledAlphaBackup; // Cancel out effect of BeginDisabled() for color swatches.
PushID(label);
@ -6580,7 +6568,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
g.ColorEditCurrentID = 0;
PopID();
if (is_disabled)
if (g.DisabledStackSize > 0)
g.Style.Alpha = backup_alpha;
return value_changed;
@ -6621,8 +6609,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
const bool is_mixed = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0;
const float backup_alpha = g.Style.Alpha;
const bool is_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0 && (g.DisabledStackSize > 0); // Intentionally not use LastItemData.ItemFlags here.
if (is_disabled)
if (g.DisabledStackSize > 0)
g.Style.Alpha = g.DisabledAlphaBackup; // Cancel out effect of BeginDisabled() for color swatches.
if (is_mixed)
{
@ -6650,7 +6637,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
else
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(col_source), rounding);
}
if (is_disabled)
if (g.DisabledStackSize > 0)
g.Style.Alpha = backup_alpha;
RenderNavCursor(bb, id);
if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
@ -6935,15 +6922,13 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char
return TreeNodeBehavior(id, flags, label, label_end);
}
// 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)
// 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)
{
if (flags & ImGuiTreeNodeFlags_Leaf)
return true;
ImGuiContext& g = *GImGui;
ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
return storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
return storage->GetInt(storage_id, 0) != 0;
}
void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool is_open)
@ -7045,10 +7030,9 @@ 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 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_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // 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 = icon_width + label_size.x; // Include collapsing arrow
const float text_width = g.FontSize + label_size.x + padding.x * 2; // 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);
@ -7081,7 +7065,6 @@ 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;
@ -7289,7 +7272,7 @@ 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 + 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);
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);
if (g.LogEnabled)
LogSetNextTextDecoration(">", NULL);
}
@ -8807,7 +8790,7 @@ bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID*
it = _Storage.Data.Data;
IM_ASSERT(it >= _Storage.Data.Data && it <= it_end);
if (it != it_end)
while (it < it_end && it->val_i == 0)
while (it->val_i == 0 && it < it_end)
it++;
const bool has_more = (it != it_end);
*opaque_it = has_more ? (void**)(it + 1) : (void**)(it);
@ -10075,7 +10058,7 @@ 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->VisibleTabContentsId == 0 || tab_bar_appearing)
if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 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;
@ -10123,7 +10106,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)
{
// Remove tab
if (tab_bar->VisibleTabContentsId == tab->ID) { tab_bar->VisibleTabContentsId = 0; }
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; }
continue;
@ -10328,8 +10311,8 @@ 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->VisibleTabContentsId = tab_bar->SelectedTabId;
tab_bar->VisibleTabWasSubmitted = tab_bar->LastTabItemContentsAppearing = false;
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
tab_bar->VisibleTabWasSubmitted = false;
// Apply request requests
if (scroll_to_tab_id != 0)
@ -10442,9 +10425,9 @@ 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->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; }
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; }
}
// Called on manual closure attempt
@ -10458,7 +10441,7 @@ 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->VisibleTabContentsId == tab->ID)
if (tab_bar->VisibleTabId == tab->ID)
{
tab->LastFrameVisible = -1;
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
@ -10467,7 +10450,7 @@ 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->VisibleTabContentsId != tab->ID)
if (tab_bar->VisibleTabId != tab->ID)
TabBarQueueFocus(tab_bar, tab);
}
}
@ -10758,12 +10741,6 @@ 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;
@ -10875,24 +10852,21 @@ 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)
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!)
const bool tab_contents_visible = (tab_bar->VisibleTabContentsId == id);
bool tab_contents_visible = (tab_bar->VisibleTabId == id);
if (tab_contents_visible)
tab_bar->VisibleTabWasSubmitted = true;
tab_bar->LastTabItemContentsAppearing = tab_contents_visible && !tab->ContentsIsVisible;
tab->ContentsIsVisible = tab_contents_visible;
// 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)
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
tab_contents_visible = true;
// 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;

View File

@ -1,6 +1,5 @@
// dear imgui: FreeType font builder
// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder)
// (code)
// (used as a replacement for the stb_truetype builder)
// Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
// Original code by @vuhdo (Aleksei Skriabin) in 2017, with improvements by @mikesart.
@ -295,7 +294,7 @@ static void ImGui_ImplFreeType_BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* d
case FT_PIXEL_MODE_BGRA:
{
// FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good.
#define DE_MULTIPLY(color, alpha) (ImU32)ImMin(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f, 255.0f)
#define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u)
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
for (uint32_t x = 0; x < w; x++)
{

View File

@ -1,6 +1,5 @@
// dear imgui: FreeType font builder
// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder)
// (headers)
// (used as a replacement for the stb_truetype builder)
#pragma once
#include "imgui.h" // IMGUI_API
@ -41,7 +40,6 @@ enum ImGuiFreeTypeLoaderFlags_
ImGuiFreeTypeLoaderFlags_Bitmap = 1 << 9, // Enable FreeType bitmap glyphs
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Renamed in 1.92.0 (June 2025)
ImGuiFreeTypeBuilderFlags_NoHinting = ImGuiFreeTypeLoaderFlags_NoHinting,
ImGuiFreeTypeBuilderFlags_NoAutoHint = ImGuiFreeTypeLoaderFlags_NoAutoHint,
ImGuiFreeTypeBuilderFlags_ForceAutoHint = ImGuiFreeTypeLoaderFlags_ForceAutoHint,