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Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_widgets.cpp
This commit is contained in:
ocornut 2025-04-23 14:42:36 +02:00
commit 839e3274e1
8 changed files with 86 additions and 20 deletions

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@ -612,7 +612,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return false;
}
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == nullptr)
return false;

View file

@ -25,6 +25,7 @@
// (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.
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
@ -166,7 +167,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
SDL_Window* window = SDL_GetWindowFromID(window_id);
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
@ -179,9 +180,10 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0);
SDL_StartTextInput(window);
bd->ImeWindow = window;
}
if (data->WantVisible || data->WantTextInput)
SDL_StartTextInput(window);
}
// Not static to allow third-party code to use that if they want to (but undocumented)

View file

@ -76,6 +76,8 @@ Other changes:
- The feature is unlikely to ever work properly when using a coarse clipper
such as ImGuiListClipper.
- TreeNode: fixed incorrect clipping of arrow/bullet when using ImGuiTreeNodeFlags_SpanAllColumns.
- Tables: fixed TableHeader() eager vertical clipping of text which may be noticeable
with FramePadding.y was too small. (#6236)
- Tabs: fixes small issues with how "..." ellipsis moved depending on visibility
of Close Button or Unsaved Document marker. (#8387)
- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
@ -91,6 +93,10 @@ Other changes:
would use a +1 offset instead of advancing to the next UTF-8 codepoint. (#8540)
- Style, InputText: added ImGuiCol_InputTextCursor to configure color of
the InputText cursor/caret. (#7031)
- Platform IME: added ImGuiPlatformImeData::ViewportId info (backported from Docking branch).
- Platform IME: added ImGuiPlatformImeData::WantTextInput which might set independently
of WantVisible. This is set in the same structure because activating text input generally
requires providing a window to the backend. (#8584, #6341)
- 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)
@ -99,6 +105,8 @@ Other changes:
the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
memory ownership change. (#8530, #7801) [@Green-Sky]
- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode]
- Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's

View file

@ -5551,7 +5551,7 @@ void ImGui::NewFrame()
// Platform IME data: reset for the frame
g.PlatformImeDataPrev = g.PlatformImeData;
g.PlatformImeData.WantVisible = false;
g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false;
// Mouse wheel scrolling, scale
UpdateMouseWheel();
@ -5901,6 +5901,7 @@ void ImGui::EndFrame()
viewport = GetMainViewport();
g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data);
}
g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
// Hide implicit/fallback "Debug" window if it hasn't been used
g.WithinFrameScopeWithImplicitWindow = false;

12
imgui.h
View file

@ -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 "1.92.0 WIP"
#define IMGUI_VERSION_NUM 19193
#define IMGUI_VERSION_NUM 19194
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -3882,12 +3882,14 @@ struct ImGuiPlatformMonitor
ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
};
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
struct ImGuiPlatformImeData
{
bool WantVisible; // A widget wants the IME to be visible
ImVec2 InputPos; // Position of the input cursor
float InputLineHeight; // Line height
bool WantVisible; // A widget wants the IME to be visible.
bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
ImVec2 InputPos; // Position of input cursor (for IME).
float InputLineHeight; // Line height (for IME).
ImGuiID ViewportId; // ID of platform window/viewport.
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
};

View file

@ -2565,7 +2565,7 @@ struct ImGuiContext
ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest()
// Platform support
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame. Will be applied at end of the frame. For some backends, this is required to have WantVisible=true in order to receive text message.
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler.
ImGuiID PlatformImeViewport;
@ -2640,7 +2640,7 @@ struct ImGuiContext
float FramerateSecPerFrameAccum;
int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
int WantCaptureKeyboardNextFrame; // "
int WantTextInputNextFrame;
int WantTextInputNextFrame; // Copied in EndFrame() from g.PlatformImeData.WanttextInput. Needs to be set for some backends (SDL3) to emit character inputs.
ImVector<char> TempBuffer; // Temporary text buffer
char TempKeychordName[64];
@ -3744,8 +3744,13 @@ namespace ImGui
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold);
// Widgets
// Widgets: Text
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
IMGUI_API void TextAligned(float align_x, const char* fmt, ...); // FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)
IMGUI_API void TextAlignedV(float align_x, const char* fmt, va_list args);
IMGUI_API void TextAlignedExV(float align_x, float avail_x, const char* fmt, va_list args);
// Widgets
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);

View file

@ -3275,7 +3275,7 @@ void ImGui::TableHeader(const char* label)
// Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will
// be merged into a single draw call.
//window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, label, label_end, &label_size);
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, bb.Max.y), ellipsis_max, label, label_end, &label_size);
const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
if (text_clipped && hovered && g.ActiveId == 0)

View file

@ -339,6 +339,52 @@ void ImGui::TextWrappedV(const char* fmt, va_list args)
PopTextWrapPos();
}
void ImGui::TextAligned(float align_x, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextAlignedV(align_x, fmt, args);
va_end(args);
}
// align_x: 0.0f = left, 0.5f = center, 1.0f = right.
// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)
void ImGui::TextAlignedV(float align_x, const char* fmt, va_list args)
{
TextAlignedExV(align_x, GetContentRegionAvail().x, fmt, args);
}
void ImGui::TextAlignedExV(float align_x, float avail_x, const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const char* text, *text_end;
ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
const ImVec2 text_size = CalcTextSize(text, text_end);
ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
ImVec2 pos_max(pos.x + avail_x, window->ClipRect.Max.y);
ImVec2 size(ImMin(avail_x, text_size.x), text_size.y);
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x);
window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x);
if (align_x > 0.0f && text_size.x < avail_x)
{
pos.x += ImTrunc((avail_x - text_size.x) * align_x);
window->DC.CursorPos = pos;
}
RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size);
const ImVec2 backup_max_pos = window->DC.CursorMaxPos;
ItemSize(size);
ItemAdd(ImRect(pos, pos + size), 0);
window->DC.CursorMaxPos.x = backup_max_pos.x; // Cancel out extending content size because right-aligned text would otherwise mess it up.
if (avail_x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_ForTooltip))
SetTooltip("%.*s", (int)(text_end - text), text);
}
void ImGui::LabelText(const char* label, const char* fmt, ...)
{
va_list args;
@ -5167,8 +5213,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Otherwise request text input ahead for next frame.
if (g.ActiveId == id && clear_active_id)
ClearActiveID();
else if (g.ActiveId == id)
g.WantTextInputNextFrame = 1;
// Render frame
if (!is_multiline)
@ -5349,12 +5393,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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)
// This is required for some backends (SDL3) to start emitting character/text inputs.
// As per #6341, make sure we don't set that on the deactivating frame.
if (!is_readonly && g.ActiveId == id)
{
g.PlatformImeData.WantVisible = true;
g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
g.PlatformImeData.InputLineHeight = g.FontSize;
g.PlatformImeViewport = window->Viewport->ID;
ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
ime_data->WantVisible = true;
ime_data->WantTextInput = true;
ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
ime_data->InputLineHeight = g.FontSize;
ime_data->ViewportId = window->Viewport->ID;
}
}
}