diff --git a/backends/vulkan/generate_spv.sh b/backends/vulkan/generate_spv.sh deleted file mode 100644 index 948ef773d..000000000 --- a/backends/vulkan/generate_spv.sh +++ /dev/null @@ -1,6 +0,0 @@ -#!/bin/bash -## -V: create SPIR-V binary -## -x: save binary output as text-based 32-bit hexadecimal numbers -## -o: output file -glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag -glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/examples/example_bug_9001_glfw_opengl3/main.cpp b/examples/example_bug_9001_glfw_opengl3/main.cpp deleted file mode 100644 index 7002de39b..000000000 --- a/examples/example_bug_9001_glfw_opengl3/main.cpp +++ /dev/null @@ -1,88 +0,0 @@ -#include "imgui.h" -#include "imgui_impl_glfw.h" -#include "imgui_impl_opengl3.h" - -#include -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -static void glfw_error_callback(int error, const char* description) -{ - fprintf(stderr, "Glfw Error %d: %s\n", error, description); -} - -int main(int, char**) -{ - glfwSetErrorCallback(glfw_error_callback); - if (!glfwInit()) - return 1; - - GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui EnterKeepActive Test", NULL, NULL); - glfwMakeContextCurrent(window); - glfwSwapInterval(1); - - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - - // ⭐⭐⭐ Enable the problematic flag! - io.ConfigInputTextEnterKeepActive = true; - - ImGui::StyleColorsDark(); - - ImGui_ImplGlfw_InitForOpenGL(window, true); - ImGui_ImplOpenGL3_Init("#version 150"); - - static char buf[128] = "edit me"; - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); - - ImGui::Begin("Test Window"); - - ImGui::Text("Press Enter inside the InputText. It will stay active."); - ImGui::Text("Watch IsItemDeactivatedAfterEdit value below."); - - ImGui::InputText("Input", buf, sizeof(buf)); - - bool active = ImGui::IsItemActive(); - bool deactivated_after_edit = ImGui::IsItemDeactivatedAfterEdit(); - - ImGui::Text("IsItemActive = %d", active); - ImGui::Text("IsItemDeactivatedAfterEdit = %d", deactivated_after_edit); - - ImGui::Separator(); - ImGui::TextWrapped( - "Expected: Enter does NOT deactivate the input.\n" - "Observed: IsItemDeactivatedAfterEdit never becomes true.\n" - "This reproduces issue #9001."); - - ImGui::End(); - - ImGui::Render(); - int display_w, display_h; - glfwGetFramebufferSize(window, &display_w, &display_h); - glViewport(0, 0, display_w, display_h); - glClearColor(0.2f, 0.2f, 0.25f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - glfwSwapBuffers(window); - } - - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplGlfw_Shutdown(); - ImGui::DestroyContext(); - - glfwDestroyWindow(window); - glfwTerminate(); - - return 0; -} diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp deleted file mode 100644 index ac1eaca74..000000000 --- a/examples/example_glfw_opengl3/main.cpp +++ /dev/null @@ -1,324 +0,0 @@ -// // Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline -// // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) - -// // Learn about Dear ImGui: -// // - FAQ https://dearimgui.com/faq -// // - Getting Started https://dearimgui.com/getting-started -// // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// // - Introduction, links and more at the top of imgui.cpp - -// #include "imgui.h" -// #include "imgui_impl_glfw.h" -// #include "imgui_impl_opengl3.h" -// #include -// #define GL_SILENCE_DEPRECATION -// #if defined(IMGUI_IMPL_OPENGL_ES2) -// #include -// #endif -// #include // Will drag system OpenGL headers - -// // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. -// // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. -// // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. -// #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) -// #pragma comment(lib, "legacy_stdio_definitions") -// #endif - -// // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. -// #ifdef __EMSCRIPTEN__ -// #include "../libs/emscripten/emscripten_mainloop_stub.h" -// #endif - -// static void glfw_error_callback(int error, const char* description) -// { -// fprintf(stderr, "GLFW Error %d: %s\n", error, description); -// } - -// // Main code -// int main(int, char**) -// { -// glfwSetErrorCallback(glfw_error_callback); -// if (!glfwInit()) -// return 1; - -// // Decide GL+GLSL versions -// #if defined(IMGUI_IMPL_OPENGL_ES2) -// // GL ES 2.0 + GLSL 100 (WebGL 1.0) -// const char* glsl_version = "#version 100"; -// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); -// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); -// glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); -// #elif defined(IMGUI_IMPL_OPENGL_ES3) -// // GL ES 3.0 + GLSL 300 es (WebGL 2.0) -// const char* glsl_version = "#version 300 es"; -// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); -// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); -// glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); -// #elif defined(__APPLE__) -// // GL 3.2 + GLSL 150 -// const char* glsl_version = "#version 150"; -// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); -// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); -// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only -// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac -// #else -// // GL 3.0 + GLSL 130 -// const char* glsl_version = "#version 130"; -// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); -// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); -// //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only -// //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only -// #endif - -// // Create window with graphics context -// float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only -// GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); -// if (window == nullptr) -// return 1; -// glfwMakeContextCurrent(window); -// glfwSwapInterval(1); // Enable vsync - -// // Setup Dear ImGui context -// IMGUI_CHECKVERSION(); -// ImGui::CreateContext(); -// ImGuiIO& io = ImGui::GetIO(); (void)io; -// io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls -// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - -// // Setup Dear ImGui style -// ImGui::StyleColorsDark(); -// //ImGui::StyleColorsLight(); - -// // Setup scaling -// ImGuiStyle& style = ImGui::GetStyle(); -// style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) -// style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) - -// // Setup Platform/Renderer backends -// ImGui_ImplGlfw_InitForOpenGL(window, true); -// #ifdef __EMSCRIPTEN__ -// ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); -// #endif -// ImGui_ImplOpenGL3_Init(glsl_version); - -// // Load Fonts -// // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. -// // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. -// // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). -// // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. -// // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! -// // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! -// // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. -// //style.FontSizeBase = 20.0f; -// //io.Fonts->AddFontDefault(); -// //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); -// //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); -// //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); -// //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); -// //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); -// //IM_ASSERT(font != nullptr); - -// // Our state -// bool show_demo_window = true; -// bool show_another_window = false; -// ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - -// // Main loop -// #ifdef __EMSCRIPTEN__ -// // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. -// // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. -// io.IniFilename = nullptr; -// EMSCRIPTEN_MAINLOOP_BEGIN -// #else -// while (!glfwWindowShouldClose(window)) -// #endif -// { -// // Poll and handle events (inputs, window resize, etc.) -// // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. -// // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. -// // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. -// // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. -// glfwPollEvents(); -// if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) -// { -// ImGui_ImplGlfw_Sleep(10); -// continue; -// } - -// // Start the Dear ImGui frame -// ImGui_ImplOpenGL3_NewFrame(); -// ImGui_ImplGlfw_NewFrame(); -// ImGui::NewFrame(); - -// // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). -// if (show_demo_window) -// ImGui::ShowDemoWindow(&show_demo_window); - -// // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. -// { -// static float f = 0.0f; -// static int counter = 0; - -// ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - -// ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) -// ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state -// ImGui::Checkbox("Another Window", &show_another_window); - -// ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f -// ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - -// if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) -// counter++; -// ImGui::SameLine(); -// ImGui::Text("counter = %d", counter); - -// ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); -// ImGui::End(); -// } - -// // 3. Show another simple window. -// if (show_another_window) -// { -// ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) -// ImGui::Text("Hello from another window!"); -// if (ImGui::Button("Close Me")) -// show_another_window = false; -// ImGui::End(); -// } - -// // Rendering -// ImGui::Render(); -// int display_w, display_h; -// glfwGetFramebufferSize(window, &display_w, &display_h); -// glViewport(0, 0, display_w, display_h); -// glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); -// glClear(GL_COLOR_BUFFER_BIT); -// ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - -// glfwSwapBuffers(window); -// } -// #ifdef __EMSCRIPTEN__ -// EMSCRIPTEN_MAINLOOP_END; -// #endif - -// // Cleanup -// ImGui_ImplOpenGL3_Shutdown(); -// ImGui_ImplGlfw_Shutdown(); -// ImGui::DestroyContext(); - -// glfwDestroyWindow(window); -// glfwTerminate(); - -// return 0; -// } - - -#include "imgui.h" -#include "imgui_impl_glfw.h" -#include "imgui_impl_opengl3.h" - -#include -#include -#ifdef _WIN32 -#undef APIENTRY -#define GLFW_EXPOSE_NATIVE_WIN32 -#include -#endif - -static void glfw_error_callback(int error, const char* description) -{ - fprintf(stderr, "Glfw Error %d: %s\n", error, description); -} - -int main(int, char**) -{ - glfwSetErrorCallback(glfw_error_callback); - if (!glfwInit()) - return 1; - - GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui EnterKeepActive Test", NULL, NULL); - glfwMakeContextCurrent(window); - glfwSwapInterval(1); - - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - - // ⭐⭐⭐ Enable the problematic flag! - io.ConfigInputTextEnterKeepActive = true; - - ImGui::StyleColorsDark(); - - ImGui_ImplGlfw_InitForOpenGL(window, true); - ImGui_ImplOpenGL3_Init("#version 130"); - - static char buf[128] = "edit me"; - - while (!glfwWindowShouldClose(window)) - { - glfwPollEvents(); - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); - - ImGui::Begin("Test Window"); - - ImGui::Text("Press Enter inside the InputText. It will stay active."); - ImGui::Text("Watch IsItemDeactivatedAfterEdit value below."); - - ImGui::InputText("Input", buf, sizeof(buf)); - - static int frame = 0; - frame++; - - bool active = ImGui::IsItemActive(); - bool deactivated_after_edit = ImGui::IsItemDeactivatedAfterEdit(); - - // Visual feedback - ImGui::Text("Frame: %d", frame); - ImGui::Text("IsItemActive = %d", active); - - // Highlight this frame in BRIGHT RED - if (deactivated_after_edit) - { - ImGui::TextColored(ImVec4(1.0f, 0.1f, 0.1f, 1.0f), "IsItemDeactivatedAfterEdit = TRUE"); - - // Print to console so you NEVER miss it - printf("[FRAME %d] ItemDeactivatedAfterEdit = TRUE\n", frame); - } - else - { - ImGui::Text("IsItemDeactivatedAfterEdit = 0"); - } - - ImGui::Text("IsItemActive = %d", active); - ImGui::Text("IsItemDeactivatedAfterEdit = %d", deactivated_after_edit); - - ImGui::Separator(); - ImGui::TextWrapped( - "Expected: Enter does NOT deactivate the input.\n" - "Observed: IsItemDeactivatedAfterEdit never becomes true.\n" - "This reproduces issue #9001."); - - ImGui::End(); - - ImGui::Render(); - int display_w, display_h; - glfwGetFramebufferSize(window, &display_w, &display_h); - glViewport(0, 0, display_w, display_h); - glClearColor(0.2f, 0.2f, 0.25f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - glfwSwapBuffers(window); - } - - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplGlfw_Shutdown(); - ImGui::DestroyContext(); - - glfwDestroyWindow(window); - glfwTerminate(); - - return 0; -}