Merge branch 'ocornut:master' into master

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Michele Morrone 2025-03-24 17:21:16 +01:00 committed by GitHub
commit 1419d1c1f5
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25 changed files with 170 additions and 110 deletions

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@ -6,7 +6,7 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Gamepad support.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.

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@ -6,7 +6,7 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Gamepad support.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.

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@ -789,7 +789,7 @@ static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;

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@ -7,7 +7,7 @@
// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// Missing features or Issues:

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@ -7,7 +7,7 @@
// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// Missing features or Issues:
@ -31,6 +31,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-01-20: Removed notification observer when shutting down. (#8331)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
@ -536,7 +537,7 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
else
{
NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow];
// -[NSCursor set] generates measureable overhead if called unconditionally.
// -[NSCursor set] generates measurable overhead if called unconditionally.
if (desired != NSCursor.currentCursor)
{
[desired set];
@ -552,8 +553,6 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
static void ImGui_ImplOSX_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return;
#if APPLE_HAS_CONTROLLER
GCController* controller = GCController.current;

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@ -7,7 +7,7 @@
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
@ -755,9 +756,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
bd->WantUpdateGamepadsList = false;
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;

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@ -6,7 +6,7 @@
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.

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@ -6,7 +6,7 @@
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
@ -20,6 +20,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
@ -724,9 +725,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
SDL_free(sdl_gamepads);
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;

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@ -6,7 +6,7 @@
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.

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@ -17,10 +17,11 @@
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
// CHANGELOG
// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
@ -134,7 +135,7 @@ static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uin
// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
@ -366,7 +367,7 @@ void ImGui_ImplSDLGPU3_DestroyFontsTexture()
io.Fonts->SetTexID(0);
}
static void Imgui_ImplSDLGPU3_CreateShaders()
static void ImGui_ImplSDLGPU3_CreateShaders()
{
// Create the shader modules
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
@ -431,7 +432,7 @@ static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
Imgui_ImplSDLGPU3_CreateShaders();
ImGui_ImplSDLGPU3_CreateShaders();
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
vertex_buffer_desc[0].slot = 0;

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@ -17,7 +17,7 @@
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
#pragma once
@ -38,7 +38,7 @@ struct ImGui_ImplSDLGPU3_InitInfo
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();

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@ -5,7 +5,7 @@
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@ -335,8 +335,6 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
// return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.

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@ -5,7 +5,7 @@
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.

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@ -35,6 +35,43 @@ 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 1.92.0 WIP (In Progress)
-----------------------------------------------------------------------
Breaking changes:
- Backends: SDL3: Fixed casing typo in function name: (#8509, #8163, #7998, #7988) [@puugz]
- Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData()
Other changes:
- IO: variations in analog-only components of gamepad events do not interfere
with trickling of mouse position events (#4921, #8508)
- Windows: fixed SetNextWindowCollapsed()/SetWindowCollapsed() breaking
codepath that preserve last contents size when collapsed, resulting in
programmatically uncollapsing auto-sizing windows having them flicker size
for a frame. (#7691) [@achabense]
- Error Handling: added better error report and recovery for extraneous
EndPopup() call. (#1651, #8499)
- Style, InputText: added ImGuiCol_InputTextCursor to configure color of
the InputText cursor/caret. (#7031)
- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
-----------------------------------------------------------------------
VERSION 1.91.9b (Released 2025-03-17)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.9b
- Tables: Fixed assert when loading .ini settings with reordered columns. (#8496, #7934)
- Tables: Fixed issues when loading .ini settings for a table with columns using
ImGuiTableColumnFlags_DefaultHide or ImGuiTableColumnFlags_DefaultSort. (#8496, #7934)
-----------------------------------------------------------------------
VERSION 1.91.9 (Released 2025-03-14)
-----------------------------------------------------------------------
@ -64,6 +101,8 @@ Breaking changes:
- Backends: Vulkan: Added 'uint32_t api_version' argument to ImGui_ImplVulkan_LoadFunctions().
Note that it was also added to ImGui_ImplVulkan_InitInfo but for the later it is optional.
(#8326, #8365, #8400)
- Internals: Fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[],
- Internals: Fonts: ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount.
- Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead
of "##Menu_00", allowing them to also store the menu name before it. This shouldn't
affect code unless directly accessing menu window from their mangled name.
@ -602,7 +641,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking changes:
- Internals: using multiple overlayed ButtonBehavior() with same ID will now have the
- Internals: using multiple overlaid ButtonBehavior() with same ID will now have the
io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
It was one of the rare case where using same ID is legal. Workarounds:
- use single ButtonBehavior() call with multiple _MouseButton flags

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@ -7,7 +7,7 @@
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
#include "imgui.h"
@ -178,8 +178,8 @@ int main(int, char**)
if (swapchain_texture != nullptr && !is_minimized)
{
// This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
// This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
// Setup and start a render pass
SDL_GPUColorTargetInfo target_info = {};

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@ -336,7 +336,7 @@ typedef struct
uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */
uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */
/* State data, used internall by client, initialized by uSynergyInit() */
/* State data, used internally by client, initialized by uSynergyInit() */
uSynergyBool m_connected; /* Is our socket connected? */
uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */
uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */

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@ -1,4 +1,4 @@
// dear imgui, v1.91.9
// dear imgui, v1.92.0 WIP
// (main code and documentation)
// Help:
@ -441,6 +441,7 @@ CODE
- old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable.
- kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified.
- added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg().
- 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount.
- 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX.
- 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior.
prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
@ -476,7 +477,7 @@ CODE
- 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
- drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
- 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
- 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
- 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag.
- 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure:
@ -666,7 +667,7 @@ CODE
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes).
- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
- inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
@ -875,7 +876,7 @@ CODE
- renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
- renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
- 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
- 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
- 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
- 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
- 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
- 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
@ -1747,7 +1748,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
// On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
{
// Order of both statements matterns: this event will still release mouse button 1
// Order of both statements matters: this event will still release mouse button 1
mouse_button = 1;
if (!down)
MouseCtrlLeftAsRightClick = false;
@ -3543,6 +3544,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_ResizeGrip: return "ResizeGrip";
case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
case ImGuiCol_InputTextCursor: return "InputTextCursor";
case ImGuiCol_TabHovered: return "TabHovered";
case ImGuiCol_Tab: return "Tab";
case ImGuiCol_TabSelected: return "TabSelected";
@ -3635,7 +3637,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
// Default clip_rect uses (pos_min,pos_max)
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList.
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
// better advantage of the render function taking size into account for coarse clipping.
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
@ -5056,7 +5058,7 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
}
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
void ImGui::UpdateHoveredWindowAndCaptureFlags()
void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
@ -5070,7 +5072,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
bool clear_hovered_windows = false;
FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
g.HoveredWindowBeforeClear = g.HoveredWindow;
// Modal windows prevents mouse from hovering behind them.
@ -5341,7 +5343,7 @@ void ImGui::NewFrame()
// Find hovered window
// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
// (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active)
UpdateHoveredWindowAndCaptureFlags();
UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos);
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
UpdateMouseMovingWindowNewFrame();
@ -5523,7 +5525,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport)
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts.
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
{
@ -5616,7 +5618,7 @@ static void ImGui::RenderDimmedBackgrounds()
if (window->DrawList->CmdBuffer.Size == 0)
window->DrawList->AddDrawCmd();
window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI
window->DrawList->PopClipRect();
}
}
@ -5715,7 +5717,7 @@ void ImGui::EndFrame()
}
// Prepare the data for rendering so you can call GetDrawData()
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all:
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
void ImGui::Render()
{
@ -7868,7 +7870,7 @@ void ImGui::SetCurrentFont(ImFont* font)
g.DrawListSharedData.FontScale = g.FontScale;
}
// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList.
// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authoritative against window-local ImDrawList.
// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls.
// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
// - Some code paths never really fully worked with multiple atlas textures.
@ -8226,8 +8228,10 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co
return;
window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
// Set
window->Collapsed = collapsed;
// Queue applying in Begin()
if (window->WantCollapseToggle)
window->Collapsed ^= 1;
window->WantCollapseToggle = (window->Collapsed != collapsed);
}
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
@ -9866,12 +9870,16 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
break;
if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed.
{
key_changed = true;
key_changed_mask.SetBit(key_data_index);
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
key_changed_nonchar = true;
}
key_data->Down = e->Key.Down;
key_data->AnalogValue = e->Key.AnalogValue;
key_changed = true;
key_changed_mask.SetBit(key_data_index);
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
key_changed_nonchar = true;
}
else if (e->Type == ImGuiInputEventType_Text)
{
@ -11354,7 +11362,7 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
// - offset visibility to increase visibility around mouse.
// - never clamp within outer viewport boundary.
// We call SetNextWindowPos() to enforce position and disable clamping.
// See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
// See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones).
//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen);
if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
@ -11817,8 +11825,11 @@ void ImGui::EndPopup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
IM_ASSERT(g.BeginPopupStack.Size > 0);
if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || g.BeginPopupStack.Size == 0)
{
IM_ASSERT_USER_ERROR(0, "Calling EndPopup() too many times or in wrong window!");
return;
}
// Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
if (g.NavWindow == window)
@ -14303,7 +14314,7 @@ void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_r
bool push_clip_rect = !window->ClipRect.Contains(bb_display);
if (push_clip_rect)
window->DrawList->PushClipRectFullScreen();
window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); // FIXME-DPI
if (push_clip_rect)
window->DrawList->PopClipRect();
}

56
imgui.h
View file

@ -1,4 +1,4 @@
// dear imgui, v1.91.9
// dear imgui, v1.92.0 WIP
// (headers)
// Help:
@ -28,8 +28,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.9"
#define IMGUI_VERSION_NUM 19190
#define IMGUI_VERSION "1.92.0 WIP"
#define IMGUI_VERSION_NUM 19192
#define IMGUI_HAS_TABLE
/*
@ -37,6 +37,7 @@
Index of this file:
// [SECTION] Header mess
// [SECTION] Forward declarations and basic types
// [SECTION] Texture identifier (ImTextureID)
// [SECTION] Dear ImGui end-user API functions
// [SECTION] Flags & Enumerations
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
@ -250,22 +251,6 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
#ifndef ImTextureID
typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
#endif
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
#endif
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
@ -315,6 +300,19 @@ struct ImVec4
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
//-----------------------------------------------------------------------------
// [SECTION] Texture identifier (ImTextureID)
//-----------------------------------------------------------------------------
// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
#ifndef ImTextureID
typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
#endif
//-----------------------------------------------------------------------------
// [SECTION] Dear ImGui end-user API functions
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
@ -698,7 +696,7 @@ namespace ImGui
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
@ -1024,7 +1022,7 @@ namespace ImGui
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
@ -1650,6 +1648,7 @@ enum ImGuiCol_
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_InputTextCursor, // InputText cursor/caret
ImGuiCol_TabHovered, // Tab background, when hovered
ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
@ -2732,6 +2731,7 @@ struct ImGuiListClipper
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
// ImVec2 operators
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
@ -2747,9 +2747,14 @@ static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x
static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
// ImVec4 operators
static inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
static inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
static inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); }
static inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
@ -2957,6 +2962,13 @@ struct ImGuiSelectionExternalStorage
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
#endif
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
#endif
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to:
@ -3282,7 +3294,7 @@ struct ImFontConfig
float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this.
unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
// [Internal]

View file

@ -1,4 +1,4 @@
// dear imgui, v1.91.9
// dear imgui, v1.92.0 WIP
// (demo code)
// Help:
@ -2388,7 +2388,7 @@ static const char* ExampleNames[] =
struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage
{
// Find which item should be Focused after deletion.
// Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
// Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
// The subsequent ApplyDeletionPostLoop() code will use it to apply Selection.
// - We cannot provide this logic in core Dear ImGui because we don't have access to selection data.
// - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility.
@ -5399,7 +5399,7 @@ struct MyItem
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
}
// qsort() is instable so always return a way to differenciate items.
// qsort() is instable so always return a way to differentiate items.
// Your own compare function may want to avoid fallback on implicit sort specs.
// e.g. a Name compare if it wasn't already part of the sort specs.
return (a->ID - b->ID);
@ -7762,7 +7762,7 @@ static void DemoWindowInputs()
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
// 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
// (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
// (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
//char str[16] = "Press CTRL+A";
//ImGui::Spacing();
//ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
@ -7789,7 +7789,7 @@ static void DemoWindowInputs()
{
ImGui::Text("(in PopupF)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
// (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
// (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
//ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
//ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "...");
ImGui::EndPopup();
@ -10368,7 +10368,7 @@ struct ExampleAssetsBrowser
Selection.Clear();
}
// Logic would be written in the main code BeginChild() and outputing to local variables.
// Logic would be written in the main code BeginChild() and outputting to local variables.
// We extracted it into a function so we can call it easily from multiple places.
void UpdateLayoutSizes(float avail_width)
{

View file

@ -1,4 +1,4 @@
// dear imgui, v1.91.9
// dear imgui, v1.92.0 WIP
// (drawing and font code)
/*
@ -217,6 +217,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
@ -280,6 +281,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
@ -344,6 +346,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
@ -853,7 +856,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
dm_y *= half_draw_size;
// Add temporary vertexes for the outer edges
// Add temporary vertices for the outer edges
ImVec2* out_vtx = &temp_points[i2 * 2];
out_vtx[0].x = points[i2].x + dm_x;
out_vtx[0].y = points[i2].y + dm_y;
@ -880,7 +883,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
idx1 = idx2;
}
// Add vertexes for each point on the line
// Add vertices for each point on the line
if (use_texture)
{
// If we're using textures we only need to emit the left/right edge vertices

View file

@ -1,4 +1,4 @@
// dear imgui, v1.91.9
// dear imgui, v1.92.0 WIP
// (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.
@ -3049,7 +3049,7 @@ namespace ImGui
// NewFrame
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos);
IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void UpdateMouseMovingWindowNewFrame();

View file

@ -1,4 +1,4 @@
// dear imgui, v1.91.9
// dear imgui, v1.92.0 WIP
// (tables and columns code)
/*
@ -1638,9 +1638,9 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
column->InitStretchWeightOrWidth = init_width_or_weight;
if (table->IsInitializing)
{
ImGuiTableFlags init_flags = ~0;
if (column->WidthRequest >= 0.0f || column->StretchWeight >= 0.0f)
init_flags &= ~ImGuiTableFlags_Resizable;
ImGuiTableFlags init_flags = ~table->SettingsLoadedFlags;
if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)
init_flags |= ImGuiTableFlags_Resizable;
TableInitColumnDefaults(table, column, init_flags);
}

View file

@ -1,4 +1,4 @@
// dear imgui, v1.91.9
// dear imgui, v1.92.0 WIP
// (widgets code)
/*
@ -494,7 +494,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature.
// One idiom which was previously valid which will now emit a warning is when using multiple overlayed ButtonBehavior()
// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior()
// with same ID and different MouseButton (see #8030). You can fix it by:
// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags.
// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
@ -867,11 +867,12 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
if (hovered)
window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
ImU32 cross_col = GetColorU32(ImGuiCol_Text);
ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);
const ImU32 cross_col = GetColorU32(ImGuiCol_Text);
const ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
const float cross_thickness = 1.0f; // FIXME-DPI
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness);
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness);
return pressed;
}
@ -1478,7 +1479,7 @@ bool ImGui::TextLink(const char* label)
}
float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f);
window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode.
window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode // FIXME-DPI
PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
RenderText(bb.Min, label, label_end);
@ -3890,7 +3891,7 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, si
return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
}
// This is only used in the path where the multiline widget is inactivate.
// This is only used in the path where the multiline widget is inactive.
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
{
int line_count = 0;
@ -4647,7 +4648,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (g.ActiveId == id)
{
// Declare some inputs, the other are registered and polled via Shortcut() routing system.
// FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combinaison into individual shortcuts.
// FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts.
const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
for (ImGuiKey key : always_owned_keys)
SetKeyOwner(key, id);
@ -5339,7 +5340,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
if (!is_readonly)
@ -6207,7 +6208,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
if (g.Style.FrameBorderSize > 0.0f)
RenderFrameBorder(bb.Min, bb.Max, rounding);
else
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border // FIXME-DPI
}
// Drag and Drop Source
@ -7486,7 +7487,7 @@ void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flag
ImRect box_select_r = bs->BoxSelectRectCurr;
box_select_r.ClipWith(scope_rect);
window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling
window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT: Styling
window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling
// Scroll
const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0;
@ -7690,7 +7691,7 @@ ImGuiMultiSelectIO* ImGui::EndMultiSelect()
if (ms->IsFocused)
{
// We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here.
if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at begining of the scope (see tests for easy failure)
if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure)
{
IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId.
storage->RangeSrcItem = ImGuiSelectionUserData_Invalid;

View file

@ -5,8 +5,8 @@
// The data is first compressed with stb_compress() to reduce source code size.
// Then stored in a C array:
// - Base85: ~5 bytes of source code for 4 bytes of input data. 5 bytes stored in binary (suggested by @mmalex).
// - As int: ~11 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Endianness dependant, need swapping on big-endian CPU.
// - As char: ~12 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Not endianness dependant.
// - As int: ~11 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Endianness dependent, need swapping on big-endian CPU.
// - As char: ~12 bytes of source code for 4 bytes of input data. 4 bytes stored in binary. Not endianness dependent.
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
// Build with, e.g:

View file

@ -21,7 +21,7 @@ struct ImFontBuilderIO;
// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h
// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
// You can set those flags globaly in ImFontAtlas::FontBuilderFlags
// You can set those flags globally in ImFontAtlas::FontBuilderFlags
// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags
enum ImGuiFreeTypeBuilderFlags
{