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Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl2.cpp
This commit is contained in:
ocornut 2025-06-20 15:19:36 +02:00
commit b580c11303
19 changed files with 135 additions and 76 deletions

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@ -648,6 +648,9 @@ void ImGui_ImplAllegro5_NewFrame()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->MouseCursorInvisible)
ImGui_ImplAllegro5_CreateDeviceObjects();
// Setup display size (every frame to accommodate for window resizing)
ImGuiIO& io = ImGui::GetIO();
int w, h;

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@ -52,6 +52,12 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX10 data
struct ImGui_ImplDX10_Texture
{
@ -652,7 +658,8 @@ void ImGui_ImplDX10_NewFrame()
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
if (!bd->pVertexShader)
ImGui_ImplDX10_CreateDeviceObjects();
if (!ImGui_ImplDX10_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
}
//--------------------------------------------------------------------------------------------------------

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@ -55,6 +55,12 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX11 data
struct ImGui_ImplDX11_Texture
{
@ -674,7 +680,8 @@ void ImGui_ImplDX11_NewFrame()
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pVertexShader)
ImGui_ImplDX11_CreateDeviceObjects();
if (!ImGui_ImplDX11_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
}
//--------------------------------------------------------------------------------------------------------

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@ -23,6 +23,7 @@
// 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.
// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
@ -64,6 +65,15 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// MinGW workaround, see #4594
typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE;
// DirectX12 data
struct ImGui_ImplDX12_RenderBuffers;
@ -695,7 +705,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return false;
}
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::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;
@ -873,6 +883,28 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
ImGui_ImplDX12_DestroyTexture(tex);
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info)
{
// Wrap legacy behavior of passing space for a single descriptor
IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
bd->LegacySingleDescriptorUsed = true;
};
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
bd->LegacySingleDescriptorUsed = false;
};
}
#endif
bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
{
ImGuiIO& io = ImGui::GetIO();
@ -908,24 +940,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (init_info->SrvDescriptorAllocFn == nullptr)
{
// Wrap legacy behavior of passing space for a single descriptor
IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
bd->LegacySingleDescriptorUsed = true;
};
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
bd->LegacySingleDescriptorUsed = false;
};
}
ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
#endif
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
@ -995,7 +1010,8 @@ void ImGui_ImplDX12_NewFrame()
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
if (!ImGui_ImplDX12_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
}
//--------------------------------------------------------------------------------------------------------

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@ -48,6 +48,12 @@
// DirectX
#include <d3d9.h>
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX data
struct ImGui_ImplDX9_Data
{
@ -385,8 +391,8 @@ static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* sr
#endif
for (int y = 0; y < h; y++)
{
ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y);
ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y);
const ImU32* src_p = (const ImU32*)(void*)((const unsigned char*)src + src_pitch * y);
ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
if (convert_rgba_to_bgra)
for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);

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@ -1530,6 +1530,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
break;
}
#endif
default: break;
}
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
}

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@ -441,7 +441,8 @@ void ImGui_ImplOpenGL3_NewFrame()
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
@ -975,21 +976,24 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader");
if (!CheckShader(vert_handle, "vertex shader"))
return false;
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle;
GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader");
if (!CheckShader(frag_handle, "fragment shader"))
return false;
// Link
bd->ShaderHandle = glCreateProgram();
glAttachShader(bd->ShaderHandle, vert_handle);
glAttachShader(bd->ShaderHandle, frag_handle);
glLinkProgram(bd->ShaderHandle);
CheckProgram(bd->ShaderHandle, "shader program");
if (!CheckProgram(bd->ShaderHandle, "shader program"))
return false;
glDetachShader(bd->ShaderHandle, vert_handle);
glDetachShader(bd->ShaderHandle, frag_handle);

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@ -113,6 +113,7 @@
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
@ -465,7 +466,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
#if SDL_HAS_DISPLAY_EVENT
@ -516,6 +517,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
bd->WantUpdateGamepadsList = true;
return true;
}
default:
break;
}
return false;
}

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@ -74,6 +74,7 @@
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
@ -432,7 +433,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_DISPLAY_ORIENTATION:
@ -494,6 +495,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
bd->WantUpdateGamepadsList = true;
return true;
}
default:
break;
}
return false;
}
@ -521,7 +524,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
// Setup backend capabilities flags
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%u.%u.%u; %u.%u.%u)",
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = bd->BackendPlatformName;

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@ -46,6 +46,8 @@
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// SDL

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@ -43,6 +43,8 @@
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// SDL

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@ -1267,7 +1267,8 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
}
#endif
ImGui_ImplVulkan_CreateDeviceObjects();
if (!ImGui_ImplVulkan_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplVulkan_CreateDeviceObjects() failed!"); // <- Can't be hit yet.
// Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
@ -1287,7 +1288,7 @@ void ImGui_ImplVulkan_Shutdown()
// First destroy objects in all viewports
ImGui_ImplVulkan_DestroyDeviceObjects();
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
IM_FREE((void*)bd->VulkanInitInfo.PipelineRenderingCreateInfo.pColorAttachmentFormats);
IM_FREE((void*)const_cast<VkFormat*>(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pColorAttachmentFormats));
#endif
// Manually delete main viewport render data in-case we haven't initialized for viewports

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@ -903,7 +903,8 @@ void ImGui_ImplWGPU_NewFrame()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->pipelineState)
ImGui_ImplWGPU_CreateDeviceObjects();
if (!ImGui_ImplWGPU_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------

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@ -668,6 +668,7 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
case 51: return ImGuiKey_Comma;
case 52: return ImGuiKey_Period;
case 53: return ImGuiKey_Slash;
default: break;
}
return ImGuiKey_None;

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@ -395,6 +395,7 @@ Other changes:
- Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599)
- Backends: OpenGL3: made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor
GL_PRIMITIVE_RESTART. (#8664) [@DyXel]
- Backends: DirectX12: Fixed build on MinGW. (#8702, #4594) [@playday3008]
- Backends: DirectX10, DirectX11, DirectX12: Honor FramebufferScale to allow for custom
platform backends and experiments using it (consistently with other renderer backends,
even though in normal condition it is not set under Windows). (#8412) [@WSSDude]

73
imgui.h
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@ -1590,7 +1590,7 @@ enum ImGuiKey : int
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
ImGuiKey_Menu,
ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
@ -1630,32 +1630,34 @@ enum ImGuiKey : int
ImGuiKey_AppForward,
ImGuiKey_Oem102, // Non-US backslash.
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
// Gamepad
// (analog values are 0.0f to 1.0f)
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadRStickLeft, // [Analog]
ImGuiKey_GamepadRStickRight, // [Analog]
ImGuiKey_GamepadRStickUp, // [Analog]
ImGuiKey_GamepadRStickDown, // [Analog]
// // XBOX | SWITCH | PLAYSTA. | -> ACTION
ImGuiKey_GamepadStart, // Menu | + | Options |
ImGuiKey_GamepadBack, // View | - | Share |
ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)
ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)
ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog]
ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog]
ImGuiKey_GamepadL3, // L Stick | L3 | L3 |
ImGuiKey_GamepadR3, // R Stick | R3 | R3 |
ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode)
ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode)
ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode)
ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode)
ImGuiKey_GamepadRStickLeft, // | | | [Analog]
ImGuiKey_GamepadRStickRight, // | | | [Analog]
ImGuiKey_GamepadRStickUp, // | | | [Analog]
ImGuiKey_GamepadRStickDown, // | | | [Analog]
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
@ -1663,11 +1665,15 @@ enum ImGuiKey : int
// [Internal] Reserved for mod storage
ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
// [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
ImGuiKey_NamedKey_END,
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
// - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
// - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
// but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
@ -1681,11 +1687,6 @@ enum ImGuiKey : int
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Mask_ = 0xF000, // 4-bits
// [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
//ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
//ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
@ -2611,7 +2612,7 @@ struct ImGuiIO
// Other state maintained from data above + IO function calls
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this.
ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
@ -3559,8 +3560,8 @@ struct ImTextureData
~ImTextureData() { DestroyPixels(); }
IMGUI_API void Create(ImTextureFormat format, int w, int h);
IMGUI_API void DestroyPixels();
unsigned char* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }
unsigned char* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }
void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
int GetSizeInBytes() const { return Width * Height * BytesPerPixel; }
int GetPitch() const { return Width * BytesPerPixel; }
ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }

View file

@ -8248,7 +8248,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports");
ImGui::Separator();
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height);
ImGui::Text("io.Fonts->FontLoaderName: \"%s\"", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL");
ImGui::Text("io.Fonts->FontLoaderName: %s", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL");
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
ImGui::Separator();

View file

@ -2869,7 +2869,7 @@ void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data)
void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor)
{
unsigned char* pixels = data->Pixels;
unsigned char* pixels = (unsigned char*)data->Pixels;
int pitch = data->Pitch;
if (data->Format == ImTextureFormat_Alpha8)
{
@ -3454,7 +3454,7 @@ void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, in
{
case ImTextureFormat_Alpha8:
{
ImU8* out_p = tex->GetPixelsAt(x, y);
ImU8* out_p = (ImU8*)tex->GetPixelsAt(x, y);
for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w)
for (int off_x = 0; off_x < w; off_x++)
out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00;
@ -3462,7 +3462,7 @@ void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, in
}
case ImTextureFormat_RGBA32:
{
ImU32* out_p = (ImU32*)(void*)tex->GetPixelsAt(x, y);
ImU32* out_p = (ImU32*)tex->GetPixelsAt(x, y);
for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w)
for (int off_x = 0; off_x < w; off_x++)
out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS;
@ -5130,7 +5130,7 @@ void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked,
{
ImTextureData* tex = atlas->TexData;
IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height);
ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h);
ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h);
ImFontAtlasPostProcessData pp_data = { atlas, baked->ContainerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h };
ImFontAtlasTextureBlockPostProcess(&pp_data);
ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h);

View file

@ -4044,7 +4044,7 @@ struct ImFontAtlasPostProcessData
ImFontGlyph* Glyph;
// Pixel data
unsigned char* Pixels;
void* Pixels;
ImTextureFormat Format;
int Pitch;
int Width;