diff --git a/.gitignore b/.gitignore index f632636e0..15a908273 100644 --- a/.gitignore +++ b/.gitignore @@ -49,6 +49,9 @@ examples/example_sdl2_opengl3/web/* .idea cmake-build-* +## VS code artifacts +.vscode + ## Unix executables from our example Makefiles examples/example_glfw_metal/example_glfw_metal examples/example_glfw_opengl2/example_glfw_opengl2 diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index 9e6769dc4..5d067f524 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -34,6 +34,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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 // - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn @@ -531,6 +532,7 @@ void ImGui_ImplOSX_Shutdown() ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + [[NSNotificationCenter defaultCenter] removeObserver:bd->Observer]; bd->Observer = nullptr; if (bd->Monitor != nullptr) { diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 8585fa250..527012693 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -26,6 +26,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array. // 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. // 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: @@ -764,7 +765,7 @@ void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_ ImGui_ImplSDL2_CloseGamepads(); if (mode == ImGui_ImplSDL2_GamepadMode_Manual) { - IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); for (int n = 0; n < manual_gamepads_count; n++) bd->Gamepads.push_back(manual_gamepads_array[n]); } diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index 7ba3751d5..9bd3974e7 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -1,9 +1,7 @@ -// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) - // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. @@ -26,8 +24,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. -// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973) +// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array. // 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. +// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973) // 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807) // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn @@ -730,7 +729,7 @@ void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad* ImGui_ImplSDL3_CloseGamepads(); if (mode == ImGui_ImplSDL3_GamepadMode_Manual) { - IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); for (int n = 0; n < manual_gamepads_count; n++) bd->Gamepads.push_back(manual_gamepads_array[n]); } diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h index b7ca404ae..064e1f076 100644 --- a/backends/imgui_impl_sdl3.h +++ b/backends/imgui_impl_sdl3.h @@ -1,9 +1,7 @@ -// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) - // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. diff --git a/backends/imgui_impl_sdlgpu3.cpp b/backends/imgui_impl_sdlgpu3.cpp index f25b6bfef..4fdd01995 100644 --- a/backends/imgui_impl_sdlgpu3.cpp +++ b/backends/imgui_impl_sdlgpu3.cpp @@ -23,13 +23,16 @@ // 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 -// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend. +// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device. +// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend. #include "imgui.h" #ifndef IMGUI_DISABLE #include "imgui_impl_sdlgpu3.h" #include "imgui_impl_sdlgpu3_shaders.h" +// SDL_GPU Data + // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() struct ImGui_ImplSDLGPU3_FrameData { @@ -39,10 +42,9 @@ struct ImGui_ImplSDLGPU3_FrameData uint32_t IndexBufferSize = 0; }; -// SDL_GPU Data struct ImGui_ImplSDLGPU3_Data { - ImGui_ImplSDLGPU3_InitInfo GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo InitInfo; // Graphics pipeline & shaders SDL_GPUShader* VertexShader = nullptr; @@ -59,8 +61,6 @@ struct ImGui_ImplSDLGPU3_Data }; // Forward Declarations -static bool ImGui_ImplSDLGPU3_CreateDeviceObjects(); -static void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); static void ImGui_ImplSDLGPU3_DestroyFrameData(); //----------------------------------------------------------------------------- @@ -118,16 +118,16 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - SDL_WaitForGPUIdle(v->GpuDevice); - SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer); + SDL_WaitForGPUIdle(v->Device); + SDL_ReleaseGPUBuffer(v->Device, *buffer); SDL_GPUBufferCreateInfo buffer_info = {}; buffer_info.usage = usage; buffer_info.size = new_size; buffer_info.props = 0; - *buffer = SDL_CreateGPUBuffer(v->GpuDevice, &buffer_info); + *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info); *old_size = new_size; IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information"); } @@ -144,7 +144,7 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff return; ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); @@ -162,13 +162,13 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; index_transferbuffer_info.size = index_size; - SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info); + SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &vertex_transferbuffer_info); IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information"); - SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &index_transferbuffer_info); + SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &index_transferbuffer_info); IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information"); - ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true); - ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true); + ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, vertex_transferbuffer, true); + ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, index_transferbuffer, true); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* draw_list = draw_data->CmdLists[n]; @@ -177,8 +177,8 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff vtx_dst += draw_list->VtxBuffer.Size; idx_dst += draw_list->IdxBuffer.Size; } - SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer); - SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer); + SDL_UnmapGPUTransferBuffer(v->Device, vertex_transferbuffer); + SDL_UnmapGPUTransferBuffer(v->Device, index_transferbuffer); SDL_GPUTransferBufferLocation vertex_buffer_location = {}; vertex_buffer_location.offset = 0; @@ -201,8 +201,8 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region,true); SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region,true); SDL_EndGPUCopyPass(copy_pass); - SDL_ReleaseGPUTransferBuffer(v->GpuDevice, index_transferbuffer); - SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer); + SDL_ReleaseGPUTransferBuffer(v->Device, index_transferbuffer); + SDL_ReleaseGPUTransferBuffer(v->Device, vertex_transferbuffer); } void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline) @@ -280,16 +280,16 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe SDL_SetGPUScissor(render_pass, &scissor_rect); } -bool ImGui_ImplSDLGPU3_CreateFontsTexture() +void ImGui_ImplSDLGPU3_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; // Destroy existing texture (if any) if (bd->FontTexture) { - SDL_WaitForGPUIdle(v->GpuDevice); + SDL_WaitForGPUIdle(v->Device); ImGui_ImplSDLGPU3_DestroyFontsTexture(); } @@ -310,7 +310,7 @@ bool ImGui_ImplSDLGPU3_CreateFontsTexture() texture_info.num_levels = 1; texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; - bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info); + bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info); IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info"); } @@ -319,39 +319,37 @@ bool ImGui_ImplSDLGPU3_CreateFontsTexture() // Create all the upload structures and upload: { - SDL_GPUTransferBufferCreateInfo font_transferbuffer_info = {}; - font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; - font_transferbuffer_info.size = upload_size; + SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; + transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + transferbuffer_info.size = upload_size; - SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info); - IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); + SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); + IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); - void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false); + void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false); memcpy(texture_ptr, pixels, upload_size); - SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer); + SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer); - SDL_GPUTextureTransferInfo font_transfer_info = {}; - font_transfer_info.offset = 0; - font_transfer_info.transfer_buffer = font_transferbuffer; + SDL_GPUTextureTransferInfo transfer_info = {}; + transfer_info.offset = 0; + transfer_info.transfer_buffer = transferbuffer; - SDL_GPUTextureRegion font_texture_region = {}; - font_texture_region.texture = bd->FontTexture; - font_texture_region.w = width; - font_texture_region.h = height; - font_texture_region.d = 1; + SDL_GPUTextureRegion texture_region = {}; + texture_region.texture = bd->FontTexture; + texture_region.w = width; + texture_region.h = height; + texture_region.d = 1; - SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice); + SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device); SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); - SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false); + SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false); SDL_EndGPUCopyPass(copy_pass); SDL_SubmitGPUCommandBuffer(cmd); - SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer); + SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer); } // Store our identifier io.Fonts->SetTexID((ImTextureID)&bd->FontBinding); - - return true; } // You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown(). @@ -359,10 +357,10 @@ void ImGui_ImplSDLGPU3_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; if (bd->FontTexture) { - SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture); + SDL_ReleaseGPUTexture(v->Device, bd->FontTexture); bd->FontBinding.texture = nullptr; bd->FontTexture = nullptr; } @@ -373,9 +371,9 @@ static void Imgui_ImplSDLGPU3_CreateShaders() { // Create the shader modules ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice); + const char* driver = SDL_GetGPUDeviceDriver(v->Device); SDL_GPUShaderCreateInfo vertex_shader_info = {}; vertex_shader_info.entrypoint = "main"; @@ -424,8 +422,8 @@ static void Imgui_ImplSDLGPU3_CreateShaders() fragment_shader_info.code_size = sizeof(metallib_fragment); } #endif - bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice, &vertex_shader_info); - bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &fragment_shader_info); + bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info); + bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info); IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information"); IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information"); } @@ -433,7 +431,7 @@ static void Imgui_ImplSDLGPU3_CreateShaders() static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline() { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; Imgui_ImplSDLGPU3_CreateShaders(); SDL_GPUVertexBufferDescription vertex_buffer_desc[1]; @@ -509,14 +507,14 @@ static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline() pipeline_info.depth_stencil_state = depth_stencil_state; pipeline_info.target_info = target_info; - bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice, &pipeline_info); + bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info); IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information"); } -bool ImGui_ImplSDLGPU3_CreateDeviceObjects() +void ImGui_ImplSDLGPU3_CreateDeviceObjects() { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; if (!bd->FontSampler) { @@ -535,23 +533,22 @@ bool ImGui_ImplSDLGPU3_CreateDeviceObjects() sampler_info.max_anisotropy = 1.0f; sampler_info.enable_compare = false; - bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info); + bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); bd->FontBinding.sampler = bd->FontSampler; IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); } ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); - - return true; + ImGui_ImplSDLGPU3_CreateFontsTexture(); } void ImGui_ImplSDLGPU3_DestroyFrameData() { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer); - SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer); + SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.VertexBuffer); + SDL_ReleaseGPUBuffer(v->Device, bd->MainWindowFrameData.IndexBuffer); bd->MainWindowFrameData.VertexBuffer = nullptr; bd->MainWindowFrameData.IndexBuffer = nullptr; bd->MainWindowFrameData.VertexBufferSize = 0; @@ -561,15 +558,15 @@ void ImGui_ImplSDLGPU3_DestroyFrameData() void ImGui_ImplSDLGPU3_DestroyDeviceObjects() { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo; + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; ImGui_ImplSDLGPU3_DestroyFrameData(); ImGui_ImplSDLGPU3_DestroyFontsTexture(); - if (bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;} - if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;} - if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;} - if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, bd->Pipeline); bd->Pipeline = nullptr;} + if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;} + if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;} + if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;} + if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;} } bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) @@ -584,10 +581,10 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) io.BackendRendererName = "imgui_impl_sdlgpu3"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - IM_ASSERT(info->GpuDevice != nullptr); + IM_ASSERT(info->Device != nullptr); IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); - bd->GPUInitInfo = *info; + bd->InitInfo = *info; ImGui_ImplSDLGPU3_CreateDeviceObjects(); diff --git a/backends/imgui_impl_sdlgpu3.h b/backends/imgui_impl_sdlgpu3.h index 72713fb58..f46ba25bf 100644 --- a/backends/imgui_impl_sdlgpu3.h +++ b/backends/imgui_impl_sdlgpu3.h @@ -31,18 +31,21 @@ // - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value struct ImGui_ImplSDLGPU3_InitInfo { - SDL_GPUDevice* GpuDevice = nullptr; + SDL_GPUDevice* Device = nullptr; SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID; SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1; }; // Follow "Getting Started" link and check examples/ folder to learn about using backends! -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_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr); -IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture(); +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_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr); + +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture(); #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp index bdb87fd50..ef5f8584d 100644 --- a/backends/imgui_impl_sdlrenderer2.cpp +++ b/backends/imgui_impl_sdlrenderer2.cpp @@ -1,11 +1,13 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL2 // (Requires: SDL 2.0.17+) -// Note how SDL_Renderer is an _optional_ component of SDL2. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! @@ -23,6 +25,7 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. @@ -230,7 +233,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture() // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); if (bd->FontTexture == nullptr) { SDL_Log("error creating texture"); diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h index 7f849fa68..f5b8172a4 100644 --- a/backends/imgui_impl_sdlrenderer2.h +++ b/backends/imgui_impl_sdlrenderer2.h @@ -1,11 +1,13 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL2 // (Requires: SDL 2.0.17+) -// Note how SDL_Renderer is an _optional_ component of SDL2. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp index 4b42d931b..d76eebea5 100644 --- a/backends/imgui_impl_sdlrenderer3.cpp +++ b/backends/imgui_impl_sdlrenderer3.cpp @@ -1,13 +1,13 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL3 -// (Requires: SDL 3.0.0+) +// (Requires: SDL 3.1.8+) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) - -// Note how SDL_Renderer is an _optional_ component of SDL3. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! @@ -25,6 +25,7 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009). // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. @@ -249,7 +250,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture() // Upload texture to graphics system // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); if (bd->FontTexture == nullptr) { SDL_Log("error creating texture"); diff --git a/backends/imgui_impl_sdlrenderer3.h b/backends/imgui_impl_sdlrenderer3.h index a51b2512b..f79aa1bc4 100644 --- a/backends/imgui_impl_sdlrenderer3.h +++ b/backends/imgui_impl_sdlrenderer3.h @@ -1,13 +1,13 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL3 -// (Requires: SDL 3.0.0+) +// (Requires: SDL 3.1.8+) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) - -// Note how SDL_Renderer is an _optional_ component of SDL3. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index faa4646de..03e1f8de5 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -1111,6 +1111,15 @@ void ImGui_ImplVulkan_DestroyDeviceObjects() if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; } } +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + // Manually load those two (see #5446) + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data)); +} +#endif + bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) { // Load function pointers @@ -1126,9 +1135,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch #undef IMGUI_VULKAN_FUNC_LOAD #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING - // Manually load those two (see #5446) - ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data)); - ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data)); + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(loader_func, user_data); #endif #else IM_UNUSED(loader_func); @@ -1147,8 +1154,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) { #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #ifndef IMGUI_IMPL_VULKAN_USE_LOADER - ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR")); - ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR")); + ImGui_ImplVulkan_LoadDynamicRenderingFunctions([](const char* function_name, void* user_data) { return vkGetInstanceProcAddr((VkInstance)user_data, function_name); }, (void*)info->Instance); #endif IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr); IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr); diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 3061055d8..ecb5c4467 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,15 +41,34 @@ HOW TO UPDATE? Breaking changes: +- Backends: SDLGPU3: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device + for consistency. (#8163, #7998, #7988) + Other changes: - ImDrawList: texture baked storage for thick line reduced from ~64x64 to ~32x32. (#3245) +- imgui_freetype: fixed issue where glyph advances would incorrectly be + snapped to pixels. Effectively it would only be noticeable when hinting + is disabled with ImGuiFreeTypeBuilderFlags_NoHinting, as hinting itself + snaps glyph advances. +- Windows: legacy SetWindowFontScale() is properly inherited by nested child + windows. Note that an upcoming major release should make this obsolete, + but in the meanwhile it works better now. (#2701, #8138, #1018) - Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. - Backends+Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by vkAcquireNextImageKHR() or vkQueuePresentKHR(). (#7825, #7831) [@NostraMagister] +- Backends: SDL2: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode() + with ImGui_ImplSDL2_GamepadMode_Manual and an empty array. (#8329) +- Backends: SDL3: removed assert preventing using ImGui_ImplSDL3_SetGamepadMode() + with ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) +- Backends: SDLGPU3: Exposed ImGui_ImplSDLGPU3_CreateDeviceObjects()/_DestroyDeviceObjects(). + Removed return value from ImGui_ImplSDLGPU3_CreateFontsTexture(). (#8163, #7998, #7988) +- Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match + SDL_Color. (#8327) [@dkosmari] - Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. +- Backends: OSX: Removed notification observer when shutting down. (#8331) [@jrachele] Docking+Viewports Branch: @@ -112,7 +131,7 @@ Other changes: - Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h] - Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur] - Misc: Fixed MinGW builds not using UTF-8 friendly _wfopen(). (#8300) -- Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x]. +- Backends: SDLGPU3 for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x]. - Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency, even though it is currently not doing anything particular. (#8163, #7998, #7988) - Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears diff --git a/examples/example_sdl3_sdlgpu3/main.cpp b/examples/example_sdl3_sdlgpu3/main.cpp index f025c537d..1077639e7 100644 --- a/examples/example_sdl3_sdlgpu3/main.cpp +++ b/examples/example_sdl3_sdlgpu3/main.cpp @@ -69,7 +69,7 @@ int main(int, char**) // Setup Platform/Renderer backends ImGui_ImplSDL3_InitForSDLGPU(window); ImGui_ImplSDLGPU3_InitInfo init_info = {}; - init_info.GpuDevice = gpu_device; + init_info.Device = gpu_device; init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window); init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1; ImGui_ImplSDLGPU3_Init(&init_info); diff --git a/imgui.cpp b/imgui.cpp index 4fee7198e..83cf82eed 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4376,7 +4376,8 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL LastFrameActive = -1; LastFrameJustFocused = -1; LastTimeActive = -1.0f; - FontWindowScale = FontDpiScale = 1.0f; + FontRefSize = 0.0f; + FontWindowScale = FontWindowScaleParents = FontDpiScale = 1.0f; SettingsOffset = -1; DockOrder = -1; DrawList = &DrawListInst; @@ -7468,6 +7469,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId); IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId. } + + // Inherit SetWindowFontScale() from parent until we fix this system... + window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f; } // Add to focus scope stack @@ -7645,6 +7649,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f; window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f; + window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window. // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. // Those flags will be altered further down in the function depending on more conditions. @@ -10274,7 +10279,7 @@ void ImGui::UpdateMouseWheel() { LockWheelingWindow(window, wheel.x); float max_step = window->InnerRect.GetWidth() * 0.67f; - float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step)); SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); g.WheelingWindowScrolledFrame = g.FrameCount; } @@ -10282,7 +10287,7 @@ void ImGui::UpdateMouseWheel() { LockWheelingWindow(window, wheel.y); float max_step = window->InnerRect.GetHeight() * 0.67f; - float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step)); SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); g.WheelingWindowScrolledFrame = g.FrameCount; } @@ -13688,7 +13693,7 @@ static void ImGui::NavUpdate() { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; - const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. const ImGuiDir move_dir = g.NavMoveDir; if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) { @@ -13878,8 +13883,8 @@ void ImGui::NavUpdateCreateMoveRequest() if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); - float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); - float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; @@ -14137,7 +14142,7 @@ static float ImGui::NavUpdatePageUpPageDown() else { ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; if (IsKeyPressed(ImGuiKey_PageUp, true)) { @@ -22011,9 +22016,9 @@ void ImGui::DebugNodeFont(ImFont* font) // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) - if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191)) { - base += 4096 - 256; + base += 8192 - 256; continue; } diff --git a/imgui.h b/imgui.h index afc089e0c..0e8529305 100644 --- a/imgui.h +++ b/imgui.h @@ -29,7 +29,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') #define IMGUI_VERSION "1.91.8 WIP" -#define IMGUI_VERSION_NUM 19171 +#define IMGUI_VERSION_NUM 19172 #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch @@ -3348,26 +3348,27 @@ struct ImDrawData // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- +// A font input/source (we may rename this to ImFontSource in the future) struct ImFontConfig { void* FontData; // // TTF/OTF data int FontDataSize; // // TTF/OTF data size bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. int FontNo; // 0 // Index of font within TTF/OTF file - float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. - bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs - bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. 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. - ImWchar EllipsisChar; // 0 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] char Name[40]; // Name (strictly to ease debugging) @@ -3572,11 +3573,11 @@ struct ImFont ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found. float EllipsisWidth; // 4 // out // Width float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 - bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) - ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + bool DirtyLookupTables; // 1 // out // + ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. // Methods IMGUI_API ImFont(); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 78f3b0da1..3f188e040 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1675,8 +1675,7 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 // Accept null ranges if (text_begin == text_end || text_begin[0] == 0) return; - if (text_end == NULL) - text_end = text_begin + strlen(text_begin); + // No need to strlen() here: font->RenderText() will do it and may early out. // Pull default font/size from the shared ImDrawListSharedData instance if (font == NULL) @@ -1699,7 +1698,7 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) { - AddText(NULL, 0.0f, pos, col, text_begin, text_end); + AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end); } void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) @@ -3695,7 +3694,7 @@ ImFont::ImFont() Scale = 1.0f; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); } ImFont::~ImFont() @@ -3715,7 +3714,7 @@ void ImFont::ClearOutputData() DirtyLookupTables = true; Ascent = Descent = 0.0f; MetricsTotalSurface = 0; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); } static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) @@ -3738,7 +3737,7 @@ void ImFont::BuildLookupTable() IndexAdvanceX.clear(); IndexLookup.clear(); DirtyLookupTables = false; - memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); GrowIndex(max_codepoint + 1); for (int i = 0; i < Glyphs.Size; i++) { @@ -3747,8 +3746,8 @@ void ImFont::BuildLookupTable() IndexLookup[codepoint] = (ImWchar)i; // Mark 4K page as used - const int page_n = codepoint / 4096; - Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + const int page_n = codepoint / 8192; + Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); } // Create a glyph to handle TAB @@ -3810,15 +3809,15 @@ void ImFont::BuildLookupTable() } } -// API is designed this way to avoid exposing the 4K page size +// API is designed this way to avoid exposing the 8K page size // e.g. use with IsGlyphRangeUnused(0, 255) bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) { - unsigned int page_begin = (c_begin / 4096); - unsigned int page_last = (c_last / 4096); + unsigned int page_begin = (c_begin / 8192); + unsigned int page_last = (c_last / 8192); for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) - if ((page_n >> 3) < sizeof(Used4kPagesMap)) - if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + if ((page_n >> 3) < sizeof(Used8kPagesMap)) + if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7))) return false; return true; } @@ -4131,15 +4130,15 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) { - if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. - // Align to be pixel perfect float x = IM_TRUNC(pos.x); float y = IM_TRUNC(pos.y); if (y > clip_rect.w) return; + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + const float scale = size / FontSize; const float line_height = FontSize * scale; const float origin_x = x; diff --git a/imgui_internal.h b/imgui_internal.h index df888190b..720c6a2ae 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2771,7 +2771,9 @@ struct IMGUI_API ImGuiWindow ImGuiStorage StateStorage; ImVector ColumnsStorage; float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontWindowScaleParents; float FontDpiScale; + float FontRefSize; // This is a copy of window->CalcFontSize() at the time of Begin(), trying to phase out CalcFontSize() especially as it may be called on non-current window. int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) @@ -2820,7 +2822,7 @@ public: // We don't use g.FontSize because the window may be != g.CurrentWindow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontBaseSize * FontWindowScale * FontDpiScale * FontWindowScaleParents; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } }; diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 997bc4340..421fdba63 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -104,6 +104,9 @@ static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_ // Code //------------------------------------------------------------------------- +#define FT_CEIL(X) (((X + 63) & -64) / 64) // From SDL_ttf: Handy routines for converting from fixed point +#define FT_SCALEFACTOR 64.0f + namespace { // Glyph metrics: @@ -182,9 +185,6 @@ namespace float InvRasterizationDensity; }; - // From SDL_ttf: Handy routines for converting from fixed point - #define FT_CEIL(X) (((X + 63) & -64) / 64) - bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags) { FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face); @@ -316,7 +316,7 @@ namespace out_glyph_info->Height = (int)ft_bitmap->rows; out_glyph_info->OffsetX = Face->glyph->bitmap_left; out_glyph_info->OffsetY = -Face->glyph->bitmap_top; - out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x); + out_glyph_info->AdvanceX = (float)slot->advance.x / FT_SCALEFACTOR; out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA); return ft_bitmap;