chore: Update imgui to be added as a submodule

This commit is contained in:
coderloff 2024-04-25 20:28:02 +04:00
parent d549d32128
commit 75b3ad57fa
199 changed files with 5 additions and 104134 deletions

4
.gitmodules vendored
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[submodule "thirdparty/glm"]
path = thirdparty/glm
url = https://github.com/g-truc/glm
[submodule "thirdparty/imgui/imgui"]
path = thirdparty/imgui/imgui
url = https://github.com/ocornut/imgui
branch = docking

1
thirdparty/imgui/imgui vendored Submodule

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Subproject commit b555984a94b1c5a5f2f192d1513547c4b112c976

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# See http://editorconfig.org to read about the EditorConfig format.
# - In theory automatically supported by VS2017+ and most common IDE or text editors.
# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
# - Suggest installing this to trim whitespaces:
# GitHub https://github.com/madskristensen/TrailingWhitespace
# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
# (in spite of its name doesn't only visualize but also trims)
# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# top-most EditorConfig file
root = true
# Default settings:
# Use 4 spaces as indentation
[*]
indent_style = space
indent_size = 4
insert_final_newline = true
trim_trailing_whitespace = true
[imstb_*]
indent_size = 3
trim_trailing_whitespace = false
[Makefile]
indent_style = tab
indent_size = 4

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* text=auto
*.c text
*.cpp text
*.h text
*.m text
*.mm text
*.md text
*.txt text
*.html text
*.bat text
*.frag text
*.vert text
*.mkb text
*.icf text
*.sln text eol=crlf
*.vcxproj text eol=crlf
*.vcxproj.filters text eol=crlf
*.natvis text eol=crlf
Makefile text eol=lf
*.sh text eol=lf
*.pbxproj text eol=lf
*.storyboard text eol=lf
*.plist text eol=lf
*.png binary
*.ttf binary
*.lib binary

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## OSX artifacts
.DS_Store
## Dear ImGui artifacts
imgui.ini
## General build artifacts
*.o
*.obj
*.exe
examples/build/*
examples/*/Debug/*
examples/*/Release/*
examples/*/x64/*
## Visual Studio artifacts
.vs
ipch
*.opensdf
*.log
*.pdb
*.ilk
*.user
*.sdf
*.suo
*.VC.db
*.VC.VC.opendb
## Commonly used CMake directories
/build*/
## Xcode artifacts
project.xcworkspace
xcuserdata
## Emscripten artifacts
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_emscripten_opengl3/web/*
examples/example_emscripten_wgpu/web/*
## JetBrains IDE artifacts
.idea
cmake-build-*
## Unix executables from our example Makefiles
examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null
examples/example_sdl_opengl2/example_sdl_opengl2
examples/example_sdl_opengl3/example_sdl_opengl3

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The MIT License (MIT)
Copyright (c) 2014-2022 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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//https://github.com/BalazsJako/ImGuiColorTextEdit
#pragma once
#include <string>
#include <vector>
#include <array>
#include <memory>
#include <unordered_set>
#include <unordered_map>
#include <map>
#include <regex>
#include "imgui.h"
class TextEditor
{
public:
enum class PaletteIndex
{
Default,
Keyword,
Number,
String,
CharLiteral,
Punctuation,
Preprocessor,
Identifier,
KnownIdentifier,
PreprocIdentifier,
Comment,
MultiLineComment,
Background,
Cursor,
Selection,
ErrorMarker,
Breakpoint,
LineNumber,
CurrentLineFill,
CurrentLineFillInactive,
CurrentLineEdge,
Max
};
enum class SelectionMode
{
Normal,
Word,
Line
};
struct Breakpoint
{
int mLine;
bool mEnabled;
std::string mCondition;
Breakpoint()
: mLine(-1)
, mEnabled(false)
{}
};
// Represents a character coordinate from the user's point of view,
// i. e. consider an uniform grid (assuming fixed-width font) on the
// screen as it is rendered, and each cell has its own coordinate, starting from 0.
// Tabs are counted as [1..mTabSize] count empty spaces, depending on
// how many space is necessary to reach the next tab stop.
// For example, coordinate (1, 5) represents the character 'B' in a line "\tABC", when mTabSize = 4,
// because it is rendered as " ABC" on the screen.
struct Coordinates
{
int mLine, mColumn;
Coordinates() : mLine(0), mColumn(0) {}
Coordinates(int aLine, int aColumn) : mLine(aLine), mColumn(aColumn)
{
assert(aLine >= 0);
assert(aColumn >= 0);
}
static Coordinates Invalid() { static Coordinates invalid(-1, -1); return invalid; }
bool operator ==(const Coordinates& o) const
{
return
mLine == o.mLine &&
mColumn == o.mColumn;
}
bool operator !=(const Coordinates& o) const
{
return
mLine != o.mLine ||
mColumn != o.mColumn;
}
bool operator <(const Coordinates& o) const
{
if (mLine != o.mLine)
return mLine < o.mLine;
return mColumn < o.mColumn;
}
bool operator >(const Coordinates& o) const
{
if (mLine != o.mLine)
return mLine > o.mLine;
return mColumn > o.mColumn;
}
bool operator <=(const Coordinates& o) const
{
if (mLine != o.mLine)
return mLine < o.mLine;
return mColumn <= o.mColumn;
}
bool operator >=(const Coordinates& o) const
{
if (mLine != o.mLine)
return mLine > o.mLine;
return mColumn >= o.mColumn;
}
};
struct Identifier
{
Coordinates mLocation;
std::string mDeclaration;
};
typedef std::string String;
typedef std::unordered_map<std::string, Identifier> Identifiers;
typedef std::unordered_set<std::string> Keywords;
typedef std::map<int, std::string> ErrorMarkers;
typedef std::unordered_set<int> Breakpoints;
typedef std::array<ImU32, (unsigned)PaletteIndex::Max> Palette;
typedef uint8_t Char;
struct Glyph
{
Char mChar;
PaletteIndex mColorIndex = PaletteIndex::Default;
bool mComment : 1;
bool mMultiLineComment : 1;
bool mPreprocessor : 1;
Glyph(Char aChar, PaletteIndex aColorIndex) : mChar(aChar), mColorIndex(aColorIndex),
mComment(false), mMultiLineComment(false), mPreprocessor(false) {}
};
typedef std::vector<Glyph> Line;
typedef std::vector<Line> Lines;
struct LanguageDefinition
{
typedef std::pair<std::string, PaletteIndex> TokenRegexString;
typedef std::vector<TokenRegexString> TokenRegexStrings;
typedef bool(*TokenizeCallback)(const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end, PaletteIndex & paletteIndex);
std::string mName;
Keywords mKeywords;
Identifiers mIdentifiers;
Identifiers mPreprocIdentifiers;
std::string mCommentStart, mCommentEnd, mSingleLineComment;
char mPreprocChar;
bool mAutoIndentation;
TokenizeCallback mTokenize;
TokenRegexStrings mTokenRegexStrings;
bool mCaseSensitive;
LanguageDefinition()
: mPreprocChar('#'), mAutoIndentation(true), mTokenize(nullptr), mCaseSensitive(true)
{
}
static const LanguageDefinition& CPlusPlus();
static const LanguageDefinition& HLSL();
static const LanguageDefinition& GLSL();
static const LanguageDefinition& C();
static const LanguageDefinition& SQL();
static const LanguageDefinition& AngelScript();
static const LanguageDefinition& Lua();
};
TextEditor();
~TextEditor();
void SetLanguageDefinition(const LanguageDefinition& aLanguageDef);
const LanguageDefinition& GetLanguageDefinition() const { return mLanguageDefinition; }
const Palette& GetPalette() const { return mPaletteBase; }
void SetPalette(const Palette& aValue);
void SetErrorMarkers(const ErrorMarkers& aMarkers) { mErrorMarkers = aMarkers; }
void SetBreakpoints(const Breakpoints& aMarkers) { mBreakpoints = aMarkers; }
void Render(const char* aTitle, const ImVec2& aSize = ImVec2(), bool aBorder = false);
void SetText(const std::string& aText);
std::string GetText() const;
void SetTextLines(const std::vector<std::string>& aLines);
std::vector<std::string> GetTextLines() const;
std::string GetSelectedText() const;
std::string GetCurrentLineText()const;
int GetTotalLines() const { return (int)mLines.size(); }
bool IsOverwrite() const { return mOverwrite; }
void SetReadOnly(bool aValue);
bool IsReadOnly() const { return mReadOnly; }
bool IsTextChanged() const { return mTextChanged; }
bool IsCursorPositionChanged() const { return mCursorPositionChanged; }
bool IsColorizerEnabled() const { return mColorizerEnabled; }
void SetColorizerEnable(bool aValue);
Coordinates GetCursorPosition() const { return GetActualCursorCoordinates(); }
void SetCursorPosition(const Coordinates& aPosition);
inline void SetHandleMouseInputs (bool aValue){ mHandleMouseInputs = aValue;}
inline bool IsHandleMouseInputsEnabled() const { return mHandleKeyboardInputs; }
inline void SetHandleKeyboardInputs (bool aValue){ mHandleKeyboardInputs = aValue;}
inline bool IsHandleKeyboardInputsEnabled() const { return mHandleKeyboardInputs; }
inline void SetImGuiChildIgnored (bool aValue){ mIgnoreImGuiChild = aValue;}
inline bool IsImGuiChildIgnored() const { return mIgnoreImGuiChild; }
inline void SetShowWhitespaces(bool aValue) { mShowWhitespaces = aValue; }
inline bool IsShowingWhitespaces() const { return mShowWhitespaces; }
void SetTabSize(int aValue);
inline int GetTabSize() const { return mTabSize; }
void InsertText(const std::string& aValue);
void InsertText(const char* aValue);
void MoveUp(int aAmount = 1, bool aSelect = false);
void MoveDown(int aAmount = 1, bool aSelect = false);
void MoveLeft(int aAmount = 1, bool aSelect = false, bool aWordMode = false);
void MoveRight(int aAmount = 1, bool aSelect = false, bool aWordMode = false);
void MoveTop(bool aSelect = false);
void MoveBottom(bool aSelect = false);
void MoveHome(bool aSelect = false);
void MoveEnd(bool aSelect = false);
void SetSelectionStart(const Coordinates& aPosition);
void SetSelectionEnd(const Coordinates& aPosition);
void SetSelection(const Coordinates& aStart, const Coordinates& aEnd, SelectionMode aMode = SelectionMode::Normal);
void SelectWordUnderCursor();
void SelectAll();
bool HasSelection() const;
void Copy();
void Cut();
void Paste();
void Delete();
bool CanUndo() const;
bool CanRedo() const;
void Undo(int aSteps = 1);
void Redo(int aSteps = 1);
static const Palette& GetDarkPalette();
static const Palette& GetLightPalette();
static const Palette& GetRetroBluePalette();
private:
typedef std::vector<std::pair<std::regex, PaletteIndex>> RegexList;
struct EditorState
{
Coordinates mSelectionStart;
Coordinates mSelectionEnd;
Coordinates mCursorPosition;
};
class UndoRecord
{
public:
UndoRecord() {}
~UndoRecord() {}
UndoRecord(
const std::string& aAdded,
const TextEditor::Coordinates aAddedStart,
const TextEditor::Coordinates aAddedEnd,
const std::string& aRemoved,
const TextEditor::Coordinates aRemovedStart,
const TextEditor::Coordinates aRemovedEnd,
TextEditor::EditorState& aBefore,
TextEditor::EditorState& aAfter);
void Undo(TextEditor* aEditor);
void Redo(TextEditor* aEditor);
std::string mAdded;
Coordinates mAddedStart;
Coordinates mAddedEnd;
std::string mRemoved;
Coordinates mRemovedStart;
Coordinates mRemovedEnd;
EditorState mBefore;
EditorState mAfter;
};
typedef std::vector<UndoRecord> UndoBuffer;
void ProcessInputs();
void Colorize(int aFromLine = 0, int aCount = -1);
void ColorizeRange(int aFromLine = 0, int aToLine = 0);
void ColorizeInternal();
float TextDistanceToLineStart(const Coordinates& aFrom) const;
void EnsureCursorVisible();
int GetPageSize() const;
std::string GetText(const Coordinates& aStart, const Coordinates& aEnd) const;
Coordinates GetActualCursorCoordinates() const;
Coordinates SanitizeCoordinates(const Coordinates& aValue) const;
void Advance(Coordinates& aCoordinates) const;
void DeleteRange(const Coordinates& aStart, const Coordinates& aEnd);
int InsertTextAt(Coordinates& aWhere, const char* aValue);
void AddUndo(UndoRecord& aValue);
Coordinates ScreenPosToCoordinates(const ImVec2& aPosition) const;
Coordinates FindWordStart(const Coordinates& aFrom) const;
Coordinates FindWordEnd(const Coordinates& aFrom) const;
Coordinates FindNextWord(const Coordinates& aFrom) const;
int GetCharacterIndex(const Coordinates& aCoordinates) const;
int GetCharacterColumn(int aLine, int aIndex) const;
int GetLineCharacterCount(int aLine) const;
int GetLineMaxColumn(int aLine) const;
bool IsOnWordBoundary(const Coordinates& aAt) const;
void RemoveLine(int aStart, int aEnd);
void RemoveLine(int aIndex);
Line& InsertLine(int aIndex);
void EnterCharacter(ImWchar aChar, bool aShift);
void Backspace();
void DeleteSelection();
std::string GetWordUnderCursor() const;
std::string GetWordAt(const Coordinates& aCoords) const;
ImU32 GetGlyphColor(const Glyph& aGlyph) const;
void HandleKeyboardInputs();
void HandleMouseInputs();
void Render();
float mLineSpacing;
Lines mLines;
EditorState mState;
UndoBuffer mUndoBuffer;
int mUndoIndex;
int mTabSize;
bool mOverwrite;
bool mReadOnly;
bool mWithinRender;
bool mScrollToCursor;
bool mScrollToTop;
bool mTextChanged;
bool mColorizerEnabled;
float mTextStart; // position (in pixels) where a code line starts relative to the left of the TextEditor.
int mLeftMargin;
bool mCursorPositionChanged;
int mColorRangeMin, mColorRangeMax;
SelectionMode mSelectionMode;
bool mHandleKeyboardInputs;
bool mHandleMouseInputs;
bool mIgnoreImGuiChild;
bool mShowWhitespaces;
Palette mPaletteBase;
Palette mPalette;
LanguageDefinition mLanguageDefinition;
RegexList mRegexList;
bool mCheckComments;
Breakpoints mBreakpoints;
ErrorMarkers mErrorMarkers;
ImVec2 mCharAdvance;
Coordinates mInteractiveStart, mInteractiveEnd;
std::string mLineBuffer;
uint64_t mStartTime;
float mLastClick;
};

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// dear imgui: Renderer + Platform Backend for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-11-30: Platform: Added touchscreen support.
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
#include <stdint.h> // uint64_t
#include <cstring> // memcpy
#include "imgui.h"
#include "imgui_impl_allegro5.h"
// Allegro
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#endif
// Allegro Data
struct ImGui_ImplAllegro5_Data
{
ALLEGRO_DISPLAY* Display;
ALLEGRO_BITMAP* Texture;
double Time;
ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData;
ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
{
// Setup blending
al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
ALLEGRO_TRANSFORM transform;
al_identity_transform(&transform);
al_use_transform(&transform);
al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f);
al_use_projection_transform(&transform);
}
}
// Render function.
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Backup Allegro state that will be modified
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h);
int last_blender_op, last_blender_src, last_blender_dst;
al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst);
// Setup desired render state
ImGui_ImplAllegro5_SetupRenderState(draw_data);
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
{
const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
ImDrawVertAllegro* dst_v = &vertices[i];
dst_v->pos = src_v->pos;
dst_v->uv = src_v->uv;
unsigned char* c = (unsigned char*)&src_v->col;
dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]);
}
const int* indices = NULL;
if (sizeof(ImDrawIdx) == 2)
{
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
static ImVector<int> indices_converted;
indices_converted.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i];
indices = indices_converted.Data;
}
else if (sizeof(ImDrawIdx) == 4)
{
indices = (const int*)cmd_list->IdxBuffer.Data;
}
// Render command lists
ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplAllegro5_SetupRenderState(draw_data);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle, Draw
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
}
}
// Restore modified Allegro state
al_set_blender(last_blender_op, last_blender_src, last_blender_dst);
al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h);
al_use_transform(&last_transform);
al_use_projection_transform(&last_projection_transform);
}
bool ImGui_ImplAllegro5_CreateDeviceObjects()
{
// Build texture atlas
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
int flags = al_get_new_bitmap_flags();
int fmt = al_get_new_bitmap_format();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
al_set_new_bitmap_flags(flags);
al_set_new_bitmap_format(fmt);
if (!img)
return false;
ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
if (!locked_img)
{
al_destroy_bitmap(img);
return false;
}
memcpy(locked_img->data, pixels, sizeof(int) * width * height);
al_unlock_bitmap(img);
// Convert software texture to hardware texture.
ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
al_destroy_bitmap(img);
if (!cloned_img)
return false;
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img);
bd->Texture = cloned_img;
// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
al_destroy_bitmap(mouse_cursor);
return true;
}
void ImGui_ImplAllegro5_InvalidateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->Texture)
{
io.Fonts->SetTexID(NULL);
al_destroy_bitmap(bd->Texture);
bd->Texture = NULL;
}
if (bd->MouseCursorInvisible)
{
al_destroy_mouse_cursor(bd->MouseCursorInvisible);
bd->MouseCursorInvisible = NULL;
}
}
#if ALLEGRO_HAS_CLIPBOARD
static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
return bd->ClipboardTextData;
}
static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
al_set_clipboard_text(bd->Display, text);
}
#endif
static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
{
switch (key_code)
{
case ALLEGRO_KEY_TAB: return ImGuiKey_Tab;
case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow;
case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow;
case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow;
case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow;
case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp;
case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown;
case ALLEGRO_KEY_HOME: return ImGuiKey_Home;
case ALLEGRO_KEY_END: return ImGuiKey_End;
case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert;
case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete;
case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace;
case ALLEGRO_KEY_SPACE: return ImGuiKey_Space;
case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter;
case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape;
case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe;
case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma;
case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus;
case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period;
case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash;
case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon;
case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal;
case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket;
case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash;
case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket;
case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent;
case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock;
case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock;
case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock;
case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen;
case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause;
case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0;
case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1;
case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2;
case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3;
case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4;
case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5;
case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6;
case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7;
case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8;
case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9;
case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal;
case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide;
case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply;
case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract;
case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd;
case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter;
case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual;
case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl;
case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift;
case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt;
case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper;
case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl;
case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift;
case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt;
case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper;
case ALLEGRO_KEY_MENU: return ImGuiKey_Menu;
case ALLEGRO_KEY_0: return ImGuiKey_0;
case ALLEGRO_KEY_1: return ImGuiKey_1;
case ALLEGRO_KEY_2: return ImGuiKey_2;
case ALLEGRO_KEY_3: return ImGuiKey_3;
case ALLEGRO_KEY_4: return ImGuiKey_4;
case ALLEGRO_KEY_5: return ImGuiKey_5;
case ALLEGRO_KEY_6: return ImGuiKey_6;
case ALLEGRO_KEY_7: return ImGuiKey_7;
case ALLEGRO_KEY_8: return ImGuiKey_8;
case ALLEGRO_KEY_9: return ImGuiKey_9;
case ALLEGRO_KEY_A: return ImGuiKey_A;
case ALLEGRO_KEY_B: return ImGuiKey_B;
case ALLEGRO_KEY_C: return ImGuiKey_C;
case ALLEGRO_KEY_D: return ImGuiKey_D;
case ALLEGRO_KEY_E: return ImGuiKey_E;
case ALLEGRO_KEY_F: return ImGuiKey_F;
case ALLEGRO_KEY_G: return ImGuiKey_G;
case ALLEGRO_KEY_H: return ImGuiKey_H;
case ALLEGRO_KEY_I: return ImGuiKey_I;
case ALLEGRO_KEY_J: return ImGuiKey_J;
case ALLEGRO_KEY_K: return ImGuiKey_K;
case ALLEGRO_KEY_L: return ImGuiKey_L;
case ALLEGRO_KEY_M: return ImGuiKey_M;
case ALLEGRO_KEY_N: return ImGuiKey_N;
case ALLEGRO_KEY_O: return ImGuiKey_O;
case ALLEGRO_KEY_P: return ImGuiKey_P;
case ALLEGRO_KEY_Q: return ImGuiKey_Q;
case ALLEGRO_KEY_R: return ImGuiKey_R;
case ALLEGRO_KEY_S: return ImGuiKey_S;
case ALLEGRO_KEY_T: return ImGuiKey_T;
case ALLEGRO_KEY_U: return ImGuiKey_U;
case ALLEGRO_KEY_V: return ImGuiKey_V;
case ALLEGRO_KEY_W: return ImGuiKey_W;
case ALLEGRO_KEY_X: return ImGuiKey_X;
case ALLEGRO_KEY_Y: return ImGuiKey_Y;
case ALLEGRO_KEY_Z: return ImGuiKey_Z;
case ALLEGRO_KEY_F1: return ImGuiKey_F1;
case ALLEGRO_KEY_F2: return ImGuiKey_F2;
case ALLEGRO_KEY_F3: return ImGuiKey_F3;
case ALLEGRO_KEY_F4: return ImGuiKey_F4;
case ALLEGRO_KEY_F5: return ImGuiKey_F5;
case ALLEGRO_KEY_F6: return ImGuiKey_F6;
case ALLEGRO_KEY_F7: return ImGuiKey_F7;
case ALLEGRO_KEY_F8: return ImGuiKey_F8;
case ALLEGRO_KEY_F9: return ImGuiKey_F9;
case ALLEGRO_KEY_F10: return ImGuiKey_F10;
case ALLEGRO_KEY_F11: return ImGuiKey_F11;
case ALLEGRO_KEY_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
bd->Display = display;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
#if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
io.ClipboardUserData = NULL;
#endif
return true;
}
void ImGui_ImplAllegro5_Shutdown()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_InvalidateDeviceObjects();
if (bd->VertexDecl)
al_destroy_vertex_decl(bd->VertexDecl);
if (bd->ClipboardTextData)
al_free(bd->ClipboardTextData);
io.BackendPlatformUserData = NULL;
io.BackendPlatformName = io.BackendRendererName = NULL;
IM_DELETE(bd);
}
// ev->keyboard.modifiers seems always zero so using that...
static void ImGui_ImplAllegro5_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys);
io.AddKeyEvent(ImGuiKey_ModCtrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
io.AddKeyEvent(ImGuiKey_ModShift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
io.AddKeyEvent(ImGuiKey_ModAlt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
io.AddKeyEvent(ImGuiKey_ModSuper, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
}
// 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.
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
if (ev->mouse.display == bd->Display)
{
io.AddMousePosEvent(ev->mouse.x, ev->mouse.y);
io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz);
}
return true;
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5)
io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
return true;
case ALLEGRO_EVENT_TOUCH_MOVE:
if (ev->touch.display == bd->Display)
io.AddMousePosEvent(ev->touch.x, ev->touch.y);
return true;
case ALLEGRO_EVENT_TOUCH_BEGIN:
case ALLEGRO_EVENT_TOUCH_END:
case ALLEGRO_EVENT_TOUCH_CANCEL:
if (ev->touch.display == bd->Display && ev->touch.primary)
io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
return true;
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
if (ev->mouse.display == bd->Display)
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == bd->Display)
if (ev->keyboard.unichar != 0)
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
if (ev->keyboard.display == bd->Display)
{
ImGui_ImplAllegro5_UpdateKeyModifiers();
ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
}
return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
if (ev->display.source == bd->Display)
io.AddFocusEvent(false);
return true;
case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
if (ev->display.source == bd->Display)
{
io.AddFocusEvent(true);
#if defined(ALLEGRO_UNSTABLE)
al_clear_keyboard_state(bd->Display);
#endif
}
return true;
}
return false;
}
static void ImGui_ImplAllegro5_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
}
else
{
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
switch (imgui_cursor)
{
case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
al_set_system_mouse_cursor(bd->Display, cursor_id);
}
}
void ImGui_ImplAllegro5_NewFrame()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
w = al_get_display_width(bd->Display);
h = al_get_display_height(bd->Display);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
double current_time = al_get_time();
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
// Setup mouse cursor shape
ImGui_ImplAllegro5_UpdateMouseCursor();
}

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@ -1,32 +0,0 @@
// dear imgui: Renderer + Platform Backend for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();

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@ -1,276 +0,0 @@
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Missing features:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-03-04: Initial version.
#include "imgui.h"
#include "imgui_impl_android.h"
#include <time.h>
#include <android/native_window.h>
#include <android/input.h>
#include <android/keycodes.h>
#include <android/log.h>
// Android data
static double g_Time = 0.0;
static ANativeWindow* g_Window;
static char g_LogTag[] = "ImGuiExample";
static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
{
switch (key_code)
{
case AKEYCODE_TAB: return ImGuiKey_Tab;
case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
case AKEYCODE_MOVE_END: return ImGuiKey_End;
case AKEYCODE_INSERT: return ImGuiKey_Insert;
case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
case AKEYCODE_DEL: return ImGuiKey_Backspace;
case AKEYCODE_SPACE: return ImGuiKey_Space;
case AKEYCODE_ENTER: return ImGuiKey_Enter;
case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case AKEYCODE_COMMA: return ImGuiKey_Comma;
case AKEYCODE_MINUS: return ImGuiKey_Minus;
case AKEYCODE_PERIOD: return ImGuiKey_Period;
case AKEYCODE_SLASH: return ImGuiKey_Slash;
case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
case AKEYCODE_EQUALS: return ImGuiKey_Equal;
case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
case AKEYCODE_BREAK: return ImGuiKey_Pause;
case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
case AKEYCODE_MENU: return ImGuiKey_Menu;
case AKEYCODE_0: return ImGuiKey_0;
case AKEYCODE_1: return ImGuiKey_1;
case AKEYCODE_2: return ImGuiKey_2;
case AKEYCODE_3: return ImGuiKey_3;
case AKEYCODE_4: return ImGuiKey_4;
case AKEYCODE_5: return ImGuiKey_5;
case AKEYCODE_6: return ImGuiKey_6;
case AKEYCODE_7: return ImGuiKey_7;
case AKEYCODE_8: return ImGuiKey_8;
case AKEYCODE_9: return ImGuiKey_9;
case AKEYCODE_A: return ImGuiKey_A;
case AKEYCODE_B: return ImGuiKey_B;
case AKEYCODE_C: return ImGuiKey_C;
case AKEYCODE_D: return ImGuiKey_D;
case AKEYCODE_E: return ImGuiKey_E;
case AKEYCODE_F: return ImGuiKey_F;
case AKEYCODE_G: return ImGuiKey_G;
case AKEYCODE_H: return ImGuiKey_H;
case AKEYCODE_I: return ImGuiKey_I;
case AKEYCODE_J: return ImGuiKey_J;
case AKEYCODE_K: return ImGuiKey_K;
case AKEYCODE_L: return ImGuiKey_L;
case AKEYCODE_M: return ImGuiKey_M;
case AKEYCODE_N: return ImGuiKey_N;
case AKEYCODE_O: return ImGuiKey_O;
case AKEYCODE_P: return ImGuiKey_P;
case AKEYCODE_Q: return ImGuiKey_Q;
case AKEYCODE_R: return ImGuiKey_R;
case AKEYCODE_S: return ImGuiKey_S;
case AKEYCODE_T: return ImGuiKey_T;
case AKEYCODE_U: return ImGuiKey_U;
case AKEYCODE_V: return ImGuiKey_V;
case AKEYCODE_W: return ImGuiKey_W;
case AKEYCODE_X: return ImGuiKey_X;
case AKEYCODE_Y: return ImGuiKey_Y;
case AKEYCODE_Z: return ImGuiKey_Z;
case AKEYCODE_F1: return ImGuiKey_F1;
case AKEYCODE_F2: return ImGuiKey_F2;
case AKEYCODE_F3: return ImGuiKey_F3;
case AKEYCODE_F4: return ImGuiKey_F4;
case AKEYCODE_F5: return ImGuiKey_F5;
case AKEYCODE_F6: return ImGuiKey_F6;
case AKEYCODE_F7: return ImGuiKey_F7;
case AKEYCODE_F8: return ImGuiKey_F8;
case AKEYCODE_F9: return ImGuiKey_F9;
case AKEYCODE_F10: return ImGuiKey_F10;
case AKEYCODE_F11: return ImGuiKey_F11;
case AKEYCODE_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
{
ImGuiIO& io = ImGui::GetIO();
int32_t event_type = AInputEvent_getType(input_event);
switch (event_type)
{
case AINPUT_EVENT_TYPE_KEY:
{
int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
int32_t event_scan_code = AKeyEvent_getScanCode(input_event);
int32_t event_action = AKeyEvent_getAction(input_event);
int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
io.AddKeyEvent(ImGuiKey_ModCtrl, (event_meta_state & AMETA_CTRL_ON) != 0);
io.AddKeyEvent(ImGuiKey_ModShift, (event_meta_state & AMETA_SHIFT_ON) != 0);
io.AddKeyEvent(ImGuiKey_ModAlt, (event_meta_state & AMETA_ALT_ON) != 0);
io.AddKeyEvent(ImGuiKey_ModSuper, (event_meta_state & AMETA_META_ON) != 0);
switch (event_action)
{
// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
// goes up from a key. We use a simple key event queue/ and process one event per key per frame in
// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
case AKEY_EVENT_ACTION_DOWN:
case AKEY_EVENT_ACTION_UP:
{
ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code);
if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP))
{
io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN);
io.SetKeyEventNativeData(key, event_key_code, event_scan_code);
}
break;
}
default:
break;
}
break;
}
case AINPUT_EVENT_TYPE_MOTION:
{
int32_t event_action = AMotionEvent_getAction(input_event);
int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
event_action &= AMOTION_EVENT_ACTION_MASK;
switch (event_action)
{
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_UP:
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
// but we have to process them separately to identify the actual button pressed. This is done below via
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
{
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
}
break;
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
{
int32_t button_state = AMotionEvent_getButtonState(input_event);
io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
}
break;
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
break;
case AMOTION_EVENT_ACTION_SCROLL:
io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
break;
default:
break;
}
}
return 1;
default:
break;
}
return 0;
}
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
{
g_Window = window;
g_Time = 0.0;
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = "imgui_impl_android";
return true;
}
void ImGui_ImplAndroid_Shutdown()
{
}
void ImGui_ImplAndroid_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int32_t window_width = ANativeWindow_getWidth(g_Window);
int32_t window_height = ANativeWindow_getHeight(g_Window);
int display_width = window_width;
int display_height = window_height;
io.DisplaySize = ImVec2((float)window_width, (float)window_height);
if (window_width > 0 && window_height > 0)
io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
// Setup time step
struct timespec current_timespec;
clock_gettime(CLOCK_MONOTONIC, &current_timespec);
double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
}

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@ -1,28 +0,0 @@
// dear imgui: Platform Binding for Android native app
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Missing features:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
struct ANativeWindow;
struct AInputEvent;
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();

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@ -1,713 +0,0 @@
// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX10: Disabling depth-write.
#include "imgui.h"
#include "imgui_impl_dx10.h"
// DirectX
#include <stdio.h>
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
struct ImGui_ImplDX10_Data
{
ID3D10Device* pd3dDevice;
IDXGIFactory* pFactory;
ID3D10Buffer* pVB;
ID3D10Buffer* pIB;
ID3D10VertexShader* pVertexShader;
ID3D10InputLayout* pInputLayout;
ID3D10Buffer* pVertexConstantBuffer;
ID3D10PixelShader* pPixelShader;
ID3D10SamplerState* pFontSampler;
ID3D10ShaderResourceView* pFontTextureView;
ID3D10RasterizerState* pRasterizerState;
ID3D10BlendState* pBlendState;
ID3D10DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER_DX10
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplDX10_InitPlatformInterface();
static void ImGui_ImplDX10_ShutdownPlatformInterface();
// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
// Setup viewport
D3D10_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
vp.Width = (UINT)draw_data->DisplaySize.x;
vp.Height = (UINT)draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(NULL);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ID3D10Device* ctx = bd->pd3dDevice;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = NULL;
ImDrawIdx* idx_dst = NULL;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
bd->pVB->Unmap();
bd->pIB->Unmap();
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
void* mapped_resource;
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
bd->pVertexConstantBuffer->Unmap();
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX10_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D10RasterizerState* RS;
ID3D10BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D10DepthStencilState* DepthStencilState;
ID3D10ShaderResourceView* PSShaderResource;
ID3D10SamplerState* PSSampler;
ID3D10PixelShader* PS;
ID3D10VertexShader* VS;
ID3D10GeometryShader* GS;
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D10InputLayout* InputLayout;
};
BACKUP_DX10_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
ctx->PSGetShader(&old.PS);
ctx->VSGetShader(&old.VS);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX10_CreateFontsTexture()
{
// Build texture atlas
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
{
D3D10_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D10Texture2D* pTexture = NULL;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != NULL);
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
ZeroMemory(&srv_desc, sizeof(srv_desc));
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = desc.MipLevels;
srv_desc.Texture2D.MostDetailedMip = 0;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D10_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX10_CreateDeviceObjects()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return false;
if (bd->pFontSampler)
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
D3D10_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
{
D3D10_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.BlendEnable[0] = true;
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOp = D3D10_BLEND_OP_ADD;
desc.SrcBlendAlpha = D3D10_BLEND_ONE;
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
{
D3D10_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D10_FILL_SOLID;
desc.CullMode = D3D10_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
{
D3D10_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX10_CreateFontsTexture();
return true;
}
void ImGui_ImplDX10_InvalidateDeviceObjects()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
}
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = NULL;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
bd->pd3dDevice = device;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX10_InitPlatformInterface();
return true;
}
void ImGui_ImplDX10_Shutdown()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX10_ShutdownPlatformInterface();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplDX10_NewFrame()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX10_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D10RenderTargetView* RTView;
ImGui_ImplDX10_ViewportData() { SwapChain = NULL; RTView = NULL; }
~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
};
static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
// Create the render target
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = NULL;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = NULL;
IM_DELETE(vd);
}
viewport->RendererUserData = NULL;
}
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = NULL;
}
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer = NULL;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, NULL);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}
void ImGui_ImplDX10_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
}
void ImGui_ImplDX10_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

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@ -1,26 +0,0 @@
// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ID3D10Device;
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();

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@ -1,729 +0,0 @@
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h"
#include "imgui_impl_dx11.h"
// DirectX
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX11 data
struct ImGui_ImplDX11_Data
{
ID3D11Device* pd3dDevice;
ID3D11DeviceContext* pd3dDeviceContext;
IDXGIFactory* pFactory;
ID3D11Buffer* pVB;
ID3D11Buffer* pIB;
ID3D11VertexShader* pVertexShader;
ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler;
ID3D11ShaderResourceView* pFontTextureView;
ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER_DX11
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplDX11_InitPlatformInterface();
static void ImGui_ImplDX11_ShutdownPlatformInterface();
// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader, NULL, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, NULL, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(NULL, NULL, 0);
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
ctx->Unmap(bd->pVB, 0);
ctx->Unmap(bd->pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D11RasterizerState* RS;
ID3D11BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D11DepthStencilState* DepthStencilState;
ID3D11ShaderResourceView* PSShaderResource;
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
ID3D11VertexShader* VS;
ID3D11GeometryShader* GS;
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
};
BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_idx_offset = 0;
int global_vtx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX11_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D* pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != NULL);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return false;
if (bd->pFontSampler)
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = NULL;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
bd->pd3dDevice = device;
bd->pd3dDeviceContext = device_context;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX11_InitPlatformInterface();
return true;
}
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_ShutdownPlatformInterface();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX11_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D11RenderTargetView* RTView;
ImGui_ImplDX11_ViewportData() { SwapChain = NULL; RTView = NULL; }
~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
};
static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
// Create the render target
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = NULL;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = NULL;
IM_DELETE(vd);
}
viewport->RendererUserData = NULL;
}
static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = NULL;
}
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer = NULL;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, NULL);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, 0); // Present without vsync
}
static void ImGui_ImplDX11_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
}
static void ImGui_ImplDX11_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

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// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ID3D11Device;
struct ID3D11DeviceContext;
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();

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// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// See imgui_impl_dx12.cpp file for details.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include <dxgiformat.h> // DXGI_FORMAT
struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();

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// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
#include "imgui.h"
#include "imgui_impl_dx9.h"
// DirectX
#include <d3d9.h>
// DirectX data
struct ImGui_ImplDX9_Data
{
LPDIRECT3DDEVICE9 pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
LPDIRECT3DTEXTURE9 FontTexture;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct CUSTOMVERTEX
{
float pos[3];
D3DCOLOR col;
float uv[2];
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
#else
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
#endif
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplDX9_InitPlatformInterface();
static void ImGui_ImplDX9_ShutdownPlatformInterface();
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
// Functions
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
vp.Width = (DWORD)draw_data->DisplaySize.x;
vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
bd->pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
bd->pd3dDevice->SetPixelShader(NULL);
bd->pd3dDevice->SetVertexShader(NULL);
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
{
float L = draw_data->DisplayPos.x + 0.5f;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
D3DMATRIX mat_projection =
{ { {
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
}
// Render function.
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Create and grow buffers if needed
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = NULL;
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
if (d3d9_state_block->Capture() < 0)
{
d3d9_state_block->Release();
return;
}
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
// Allocate buffers
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
{
d3d9_state_block->Release();
return;
}
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{
bd->pVB->Unlock();
d3d9_state_block->Release();
return;
}
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.Size;
}
bd->pVB->Unlock();
bd->pIB->Unlock();
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
bd->pd3dDevice->SetIndices(bd->pIB);
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state
ImGui_ImplDX9_SetupRenderState(draw_data);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX9_SetupRenderState(draw_data);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply Scissor/clipping rectangle, Bind texture, Draw
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
bd->pd3dDevice->SetTexture(0, texture);
bd->pd3dDevice->SetScissorRect(&r);
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
// from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
if (global_vtx_offset == 0)
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
// Restore the DX9 transform
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
// Restore the DX9 state
d3d9_state_block->Apply();
d3d9_state_block->Release();
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX9_InitPlatformInterface();
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_ShutdownPlatformInterface();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
static bool ImGui_ImplDX9_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (io.Fonts->TexPixelsUseColors)
{
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
pixels = (unsigned char*)dst_start;
}
#endif
// Upload texture to graphics system
bd->FontTexture = NULL;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
bd->FontTexture->UnlockRect(0);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (io.Fonts->TexPixelsUseColors)
ImGui::MemFree(pixels);
#endif
return true;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
if (!ImGui_ImplDX9_CreateFontsTexture())
return false;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
}
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
D3DPRESENT_PARAMETERS d3dpp;
ImGui_ImplDX9_ViewportData() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == NULL); }
};
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
vd->d3dpp.Windowed = TRUE;
vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
vd->d3dpp.hDeviceWindow = hwnd;
vd->d3dpp.EnableAutoDepthStencil = FALSE;
vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
IM_ASSERT(vd->SwapChain != NULL);
}
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = NULL;
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
IM_DELETE(vd);
}
viewport->RendererUserData = NULL;
}
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
{
vd->SwapChain->Release();
vd->SwapChain = NULL;
vd->d3dpp.BackBufferWidth = (UINT)size.x;
vd->d3dpp.BackBufferHeight = (UINT)size.y;
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
}
}
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
LPDIRECT3DSURFACE9 render_target = NULL;
LPDIRECT3DSURFACE9 last_render_target = NULL;
LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
bd->pd3dDevice->SetRenderTarget(0, render_target);
bd->pd3dDevice->SetDepthStencilSurface(NULL);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
bd->pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
}
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
// Restore render target
bd->pd3dDevice->SetRenderTarget(0, last_render_target);
bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
render_target->Release();
last_render_target->Release();
if (last_depth_stencil) last_depth_stencil->Release();
}
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
HRESULT hr = vd->SwapChain->Present(NULL, NULL, vd->d3dpp.hDeviceWindow, NULL, 0);
// Let main application handle D3DERR_DEVICELOST by resetting the device.
IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
}
static void ImGui_ImplDX9_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
}
static void ImGui_ImplDX9_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
}

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// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct IDirect3DDevice9;
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();

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// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
// 2019-03-25: Misc: Made io.DeltaTime always above zero.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-03-22: Added GLUT Platform binding.
#include "imgui.h"
#include "imgui_impl_glut.h"
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/freeglut.h>
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#endif
static int g_Time = 0; // Current time, in milliseconds
// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
{
switch (key)
{
case '\t': return ImGuiKey_Tab;
case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow;
case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow;
case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow;
case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow;
case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp;
case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
case 256 + GLUT_KEY_HOME: return ImGuiKey_Home;
case 256 + GLUT_KEY_END: return ImGuiKey_End;
case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert;
case 127: return ImGuiKey_Delete;
case 8: return ImGuiKey_Backspace;
case ' ': return ImGuiKey_Space;
case 13: return ImGuiKey_Enter;
case 27: return ImGuiKey_Escape;
case 39: return ImGuiKey_Apostrophe;
case 44: return ImGuiKey_Comma;
case 45: return ImGuiKey_Minus;
case 46: return ImGuiKey_Period;
case 47: return ImGuiKey_Slash;
case 59: return ImGuiKey_Semicolon;
case 61: return ImGuiKey_Equal;
case 91: return ImGuiKey_LeftBracket;
case 92: return ImGuiKey_Backslash;
case 93: return ImGuiKey_RightBracket;
case 96: return ImGuiKey_GraveAccent;
//case 0: return ImGuiKey_CapsLock;
//case 0: return ImGuiKey_ScrollLock;
case 256 + 0x006D: return ImGuiKey_NumLock;
//case 0: return ImGuiKey_PrintScreen;
//case 0: return ImGuiKey_Pause;
//case '0': return ImGuiKey_Keypad0;
//case '1': return ImGuiKey_Keypad1;
//case '2': return ImGuiKey_Keypad2;
//case '3': return ImGuiKey_Keypad3;
//case '4': return ImGuiKey_Keypad4;
//case '5': return ImGuiKey_Keypad5;
//case '6': return ImGuiKey_Keypad6;
//case '7': return ImGuiKey_Keypad7;
//case '8': return ImGuiKey_Keypad8;
//case '9': return ImGuiKey_Keypad9;
//case 46: return ImGuiKey_KeypadDecimal;
//case 47: return ImGuiKey_KeypadDivide;
case 42: return ImGuiKey_KeypadMultiply;
//case 45: return ImGuiKey_KeypadSubtract;
case 43: return ImGuiKey_KeypadAdd;
//case 13: return ImGuiKey_KeypadEnter;
//case 0: return ImGuiKey_KeypadEqual;
case 256 + 0x0072: return ImGuiKey_LeftCtrl;
case 256 + 0x0070: return ImGuiKey_LeftShift;
case 256 + 0x0074: return ImGuiKey_LeftAlt;
//case 0: return ImGuiKey_LeftSuper;
case 256 + 0x0073: return ImGuiKey_RightCtrl;
case 256 + 0x0071: return ImGuiKey_RightShift;
case 256 + 0x0075: return ImGuiKey_RightAlt;
//case 0: return ImGuiKey_RightSuper;
//case 0: return ImGuiKey_Menu;
case '0': return ImGuiKey_0;
case '1': return ImGuiKey_1;
case '2': return ImGuiKey_2;
case '3': return ImGuiKey_3;
case '4': return ImGuiKey_4;
case '5': return ImGuiKey_5;
case '6': return ImGuiKey_6;
case '7': return ImGuiKey_7;
case '8': return ImGuiKey_8;
case '9': return ImGuiKey_9;
case 'A': case 'a': return ImGuiKey_A;
case 'B': case 'b': return ImGuiKey_B;
case 'C': case 'c': return ImGuiKey_C;
case 'D': case 'd': return ImGuiKey_D;
case 'E': case 'e': return ImGuiKey_E;
case 'F': case 'f': return ImGuiKey_F;
case 'G': case 'g': return ImGuiKey_G;
case 'H': case 'h': return ImGuiKey_H;
case 'I': case 'i': return ImGuiKey_I;
case 'J': case 'j': return ImGuiKey_J;
case 'K': case 'k': return ImGuiKey_K;
case 'L': case 'l': return ImGuiKey_L;
case 'M': case 'm': return ImGuiKey_M;
case 'N': case 'n': return ImGuiKey_N;
case 'O': case 'o': return ImGuiKey_O;
case 'P': case 'p': return ImGuiKey_P;
case 'Q': case 'q': return ImGuiKey_Q;
case 'R': case 'r': return ImGuiKey_R;
case 'S': case 's': return ImGuiKey_S;
case 'T': case 't': return ImGuiKey_T;
case 'U': case 'u': return ImGuiKey_U;
case 'V': case 'v': return ImGuiKey_V;
case 'W': case 'w': return ImGuiKey_W;
case 'X': case 'x': return ImGuiKey_X;
case 'Y': case 'y': return ImGuiKey_Y;
case 'Z': case 'z': return ImGuiKey_Z;
case 256 + GLUT_KEY_F1: return ImGuiKey_F1;
case 256 + GLUT_KEY_F2: return ImGuiKey_F2;
case 256 + GLUT_KEY_F3: return ImGuiKey_F3;
case 256 + GLUT_KEY_F4: return ImGuiKey_F4;
case 256 + GLUT_KEY_F5: return ImGuiKey_F5;
case 256 + GLUT_KEY_F6: return ImGuiKey_F6;
case 256 + GLUT_KEY_F7: return ImGuiKey_F7;
case 256 + GLUT_KEY_F8: return ImGuiKey_F8;
case 256 + GLUT_KEY_F9: return ImGuiKey_F9;
case 256 + GLUT_KEY_F10: return ImGuiKey_F10;
case 256 + GLUT_KEY_F11: return ImGuiKey_F11;
case 256 + GLUT_KEY_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
#ifdef FREEGLUT
io.BackendPlatformName = "imgui_impl_glut (freeglut)";
#else
io.BackendPlatformName = "imgui_impl_glut";
#endif
g_Time = 0;
return true;
}
void ImGui_ImplGLUT_InstallFuncs()
{
glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc);
glutMotionFunc(ImGui_ImplGLUT_MotionFunc);
glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc);
glutMouseFunc(ImGui_ImplGLUT_MouseFunc);
#ifdef __FREEGLUT_EXT_H__
glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc);
#endif
glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc);
glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc);
glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc);
glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc);
}
void ImGui_ImplGLUT_Shutdown()
{
}
void ImGui_ImplGLUT_NewFrame()
{
// Setup time step
ImGuiIO& io = ImGui::GetIO();
int current_time = glutGet(GLUT_ELAPSED_TIME);
int delta_time_ms = (current_time - g_Time);
if (delta_time_ms <= 0)
delta_time_ms = 1;
io.DeltaTime = delta_time_ms / 1000.0f;
g_Time = current_time;
// Start the frame
ImGui::NewFrame();
}
static void ImGui_ImplGLUT_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
int glut_key_mods = glutGetModifiers();
io.AddKeyEvent(ImGuiKey_ModCtrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
io.AddKeyEvent(ImGuiKey_ModShift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
io.AddKeyEvent(ImGuiKey_ModAlt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
}
static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(key, down);
io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code)
}
void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
{
// Send character to imgui
//printf("char_down_func %d '%c'\n", c, c);
ImGuiIO& io = ImGui::GetIO();
if (c >= 32)
io.AddInputCharacter((unsigned int)c);
ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
ImGui_ImplGLUT_AddKeyEvent(key, true, c);
ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
{
//printf("char_up_func %d '%c'\n", c, c);
ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
ImGui_ImplGLUT_AddKeyEvent(key, false, c);
ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
{
//printf("key_down_func %d\n", key);
ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
{
//printf("key_up_func %d\n", key);
ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y);
int button = -1;
if (glut_button == GLUT_LEFT_BUTTON) button = 0;
if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP))
io.AddMouseButtonEvent(button, state == GLUT_DOWN);
}
#ifdef __FREEGLUT_EXT_H__
void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y);
if (dir != 0)
io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f);
(void)button; // Unused
}
#endif
void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h);
}
void ImGui_ImplGLUT_MotionFunc(int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
io.AddMousePosEvent((float)x, (float)y);
}

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// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame();
// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically,
// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..
//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------
IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc
IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc

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// dear imgui: Renderer Backend for Metal
// This needs to be used along with a Platform Backend (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" // IMGUI_IMPL_API
//-----------------------------------------------------------------------------
// ObjC API
//-----------------------------------------------------------------------------
#ifdef __OBJC__
@class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
id<MTLCommandBuffer> commandBuffer,
id<MTLRenderCommandEncoder> commandEncoder);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#endif
//-----------------------------------------------------------------------------
// C++ API
//-----------------------------------------------------------------------------
// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
#ifdef IMGUI_IMPL_METAL_CPP
#include <Metal/Metal.hpp>
#ifndef __OBJC__
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
MTL::CommandBuffer* commandBuffer,
MTL::RenderCommandEncoder* commandEncoder);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
#endif
#endif

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@ -1,734 +0,0 @@
// dear imgui: Renderer Backend for Metal
// This needs to be used along with a Platform Backend (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-07-05: Metal: Add dispatch synchronization.
// 2022-06-30: Metal: Use __bridge for ARC based systems.
// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-05: Metal: Added new Metal backend implementation.
#include "imgui.h"
#include "imgui_impl_metal.h"
#import <time.h>
#import <Metal/Metal.h>
// Forward Declarations
static void ImGui_ImplMetal_InitPlatformInterface();
static void ImGui_ImplMetal_ShutdownPlatformInterface();
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
#pragma mark - Support classes
// A wrapper around a MTLBuffer object that knows the last time it was reused
@interface MetalBuffer : NSObject
@property (nonatomic, strong) id<MTLBuffer> buffer;
@property (nonatomic, assign) double lastReuseTime;
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
@end
// An object that encapsulates the data necessary to uniquely identify a
// render pipeline state. These are used as cache keys.
@interface FramebufferDescriptor : NSObject<NSCopying>
@property (nonatomic, assign) unsigned long sampleCount;
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
@end
// A singleton that stores long-lived objects that are needed by the Metal
// renderer backend. Stores the render pipeline state cache and the default
// font texture, and manages the reusable buffer cache.
@interface MetalContext : NSObject
@property (nonatomic, strong) id<MTLDevice> device;
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
@property (nonatomic, strong, nullable) id<MTLTexture> fontTexture;
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
@property (nonatomic, assign) double lastBufferCachePurge;
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
@end
struct ImGui_ImplMetal_Data
{
MetalContext* SharedMetalContext;
ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
};
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; }
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
#ifdef IMGUI_IMPL_METAL_CPP
#pragma mark - Dear ImGui Metal C++ Backend API
bool ImGui_ImplMetal_Init(MTL::Device* device)
{
return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device));
}
void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
}
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
MTL::CommandBuffer* commandBuffer,
MTL::RenderCommandEncoder* commandEncoder)
{
ImGui_ImplMetal_RenderDrawData(draw_data,
(__bridge id<MTLCommandBuffer>)(commandBuffer),
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
}
bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
{
return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device));
}
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
{
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
}
#endif // #ifdef IMGUI_IMPL_METAL_CPP
#pragma mark - Dear ImGui Metal Backend API
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplMetal_InitPlatformInterface();
return true;
}
void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_ShutdownPlatformInterface();
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
}
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
if (bd->SharedMetalContext.depthStencilState == nil)
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
}
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer,
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
{
IM_UNUSED(commandBuffer);
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
[commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport =
{
.originX = 0.0,
.originY = 0.0,
.width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
.height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
.znear = 0.0,
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x;
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
float T = drawData->DisplayPos.y;
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
float N = (float)viewport.znear;
float F = (float)viewport.zfar;
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
};
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
}
// Metal Render function.
void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
MetalContext* ctx = bd->SharedMetalContext;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// The hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
// Cache render pipeline state for later reuse
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
}
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
continue;
// Apply scissor/clipping rectangle
MTLScissorRect scissorRect =
{
.x = NSUInteger(clip_min.x),
.y = NSUInteger(clip_min.y),
.width = NSUInteger(clip_max.x - clip_min.x),
.height = NSUInteger(clip_max.y - clip_min.y)
};
[commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw
if (ImTextureID tex_id = pcmd->GetTexID())
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
indexBuffer:indexBuffer.buffer
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
}
}
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
if (bd != NULL)
{
@synchronized(bd->SharedMetalContext.bufferCache)
{
[bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
[bd->SharedMetalContext.bufferCache addObject:indexBuffer];
}
}
});
}];
}
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
width:(NSUInteger)width
height:(NSUInteger)height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageShaderRead;
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
textureDescriptor.storageMode = MTLStorageModeManaged;
#else
textureDescriptor.storageMode = MTLStorageModeShared;
#endif
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
bd->SharedMetalContext.fontTexture = texture;
io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
return (bd->SharedMetalContext.fontTexture != nil);
}
void ImGui_ImplMetal_DestroyFontsTexture()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
bd->SharedMetalContext.fontTexture = nil;
io.Fonts->SetTexID(nullptr);
}
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
ImGui_ImplMetal_CreateFontsTexture(device);
return true;
}
void ImGui_ImplMetal_DestroyDeviceObjects()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGui_ImplMetal_DestroyFontsTexture();
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
}
#pragma mark - Multi-viewport support
#import <QuartzCore/CAMetalLayer.h>
#if TARGET_OS_OSX
#import <Cocoa/Cocoa.h>
#endif
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
struct ImGuiViewportDataMetal
{
CAMetalLayer* MetalLayer;
id<MTLCommandQueue> CommandQueue;
MTLRenderPassDescriptor* RenderPassDescriptor;
void* Handle = NULL;
bool FirstFrame = true;
};
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
viewport->RendererUserData = data;
// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the NSWindow*.
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
IM_ASSERT(handle != NULL);
id<MTLDevice> device = [bd->SharedMetalContext.depthStencilState device];
CAMetalLayer* layer = [CAMetalLayer layer];
layer.device = device;
layer.framebufferOnly = YES;
layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
#if TARGET_OS_OSX
NSWindow* window = (__bridge NSWindow*)handle;
NSView* view = window.contentView;
view.layer = layer;
view.wantsLayer = YES;
#endif
data->MetalLayer = layer;
data->CommandQueue = [device newCommandQueue];
data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
data->Handle = handle;
}
static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
IM_DELETE(data);
viewport->RendererUserData = NULL;
}
inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
{
return CGSizeMake(size.width * scale, size.height * scale);
}
static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
}
static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
#if TARGET_OS_OSX
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
NSWindow* window = (__bridge NSWindow*)handle;
// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
{
// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
// approximately 1 second if the Metal layer is completely occluded.
return;
}
data->FirstFrame = false;
viewport->DpiScale = (float)window.backingScaleFactor;
if (data->MetalLayer.contentsScale != viewport->DpiScale)
{
data->MetalLayer.contentsScale = viewport->DpiScale;
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, viewport->DpiScale);
}
viewport->DrawData->FramebufferScale = ImVec2(viewport->DpiScale, viewport->DpiScale);
#endif
id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
if (drawable == nil)
return;
MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor;
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0);
if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0)
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer];
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder);
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
static void ImGui_ImplMetal_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
}
static void ImGui_ImplMetal_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
}
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{
if ((self = [super init]))
{
_buffer = buffer;
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
}
return self;
}
@end
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor
{
if ((self = [super init]))
{
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
}
return self;
}
- (nonnull id)copyWithZone:(nullable NSZone*)zone
{
FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount;
copy.colorPixelFormat = self.colorPixelFormat;
copy.depthPixelFormat = self.depthPixelFormat;
copy.stencilPixelFormat = self.stencilPixelFormat;
return copy;
}
- (NSUInteger)hash
{
NSUInteger sc = _sampleCount & 0x3;
NSUInteger cf = _colorPixelFormat & 0x3FF;
NSUInteger df = _depthPixelFormat & 0x3FF;
NSUInteger sf = _stencilPixelFormat & 0x3FF;
NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
return hash;
}
- (BOOL)isEqual:(id)object
{
FramebufferDescriptor* other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]])
return NO;
return other.sampleCount == self.sampleCount &&
other.colorPixelFormat == self.colorPixelFormat &&
other.depthPixelFormat == self.depthPixelFormat &&
other.stencilPixelFormat == self.stencilPixelFormat;
}
@end
#pragma mark - MetalContext implementation
@implementation MetalContext
- (instancetype)init
{
if ((self = [super init]))
{
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
self.bufferCache = [NSMutableArray array];
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
}
return self;
}
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
uint64_t now = GetMachAbsoluteTimeInSeconds();
@synchronized(self.bufferCache)
{
// Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0)
{
NSMutableArray* survivors = [NSMutableArray array];
for (MetalBuffer* candidate in self.bufferCache)
if (candidate.lastReuseTime > self.lastBufferCachePurge)
[survivors addObject:candidate];
self.bufferCache = [survivors mutableCopy];
self.lastBufferCachePurge = now;
}
// See if we have a buffer we can reuse
MetalBuffer* bestCandidate = nil;
for (MetalBuffer* candidate in self.bufferCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate;
if (bestCandidate != nil)
{
[self.bufferCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now;
return bestCandidate;
}
}
// No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
return [[MetalBuffer alloc] initWithBuffer:backing];
}
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
{
NSError* error = nil;
NSString* shaderSource = @""
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"\n"
"struct Uniforms {\n"
" float4x4 projectionMatrix;\n"
"};\n"
"\n"
"struct VertexIn {\n"
" float2 position [[attribute(0)]];\n"
" float2 texCoords [[attribute(1)]];\n"
" uchar4 color [[attribute(2)]];\n"
"};\n"
"\n"
"struct VertexOut {\n"
" float4 position [[position]];\n"
" float2 texCoords;\n"
" float4 color;\n"
"};\n"
"\n"
"vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n"
" constant Uniforms &uniforms [[buffer(1)]]) {\n"
" VertexOut out;\n"
" out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n"
" out.texCoords = in.texCoords;\n"
" out.color = float4(in.color) / float4(255.0);\n"
" return out;\n"
"}\n"
"\n"
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
" return half4(in.color) * texColor;\n"
"}\n";
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
if (library == nil)
{
NSLog(@"Error: failed to create Metal library: %@", error);
return nil;
}
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
if (vertexFunction == nil || fragmentFunction == nil)
{
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
return nil;
}
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
vertexDescriptor.attributes[1].bufferIndex = 0;
vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
vertexDescriptor.attributes[2].bufferIndex = 0;
vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction;
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil)
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
return renderPipelineState;
}
@end

View File

@ -1,325 +0,0 @@
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2017-09-01: OpenGL: Save and restore current polygon mode.
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
#include "imgui.h"
#include "imgui_impl_opengl2.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
#if defined(_WIN32) && !defined(APIENTRY)
#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
#endif
#if defined(_WIN32) && !defined(WINGDIAPI)
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
struct ImGui_ImplOpenGL2_Data
{
GLuint FontTexture;
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplOpenGL2_InitPlatformInterface();
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
// Functions
bool ImGui_ImplOpenGL2_Init()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL2_InitPlatformInterface();
return true;
}
void ImGui_ImplOpenGL2_Shutdown()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
// OpenGL2 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup GL state
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
// Setup desired GL state
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
}
}
}
// Restore modified GL state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
glShadeModel(last_shade_model);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
bool ImGui_ImplOpenGL2_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// 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)
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &bd->FontTexture);
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplOpenGL2_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
if (bd->FontTexture)
{
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
{
return ImGui_ImplOpenGL2_CreateFontsTexture();
}
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
{
ImGui_ImplOpenGL2_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL2_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
}
static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

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@ -1,33 +0,0 @@
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();

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@ -1,913 +0,0 @@
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
//----------------------------------------
// OpenGL GLSL GLSL
// version version string
//----------------------------------------
// 2.0 110 "#version 110"
// 2.1 120 "#version 120"
// 3.0 130 "#version 130"
// 3.1 140 "#version 140"
// 3.2 150 "#version 150"
// 3.3 330 "#version 330 core"
// 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core"
// 4.2 420 "#version 410 core"
// 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" = WebGL 2.0
//----------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
// 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 "-Wsign-conversion" // warning: implicit conversion changes signedness
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES2/gl.h> // Use GL ES 2
#else
#include <GLES2/gl2.h> // Use GL ES 2
#endif
#if defined(__EMSCRIPTEN__)
#ifndef GL_GLEXT_PROTOTYPES
#define GL_GLEXT_PROTOTYPES
#endif
#include <GLES2/gl2ext.h>
#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
#include <GLES3/gl3.h> // Use GL ES 3
#endif
#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#define IMGL3W_IMPL
#include "imgui_impl_opengl3_loader.h"
#else
#include <glad/glad.h>
#endif
// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
#ifndef IMGUI_IMPL_OPENGL_ES2
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
#define glBindVertexArray glBindVertexArrayOES
#define glGenVertexArrays glGenVertexArraysOES
#define glDeleteVertexArrays glDeleteVertexArraysOES
#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif
// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
#ifdef GL_POLYGON_MODE
#define IMGUI_IMPL_HAS_POLYGON_MODE
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
#endif
// Desktop GL 3.3+ has glBindSampler()
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
#endif
// Desktop GL use extension detection
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
#endif
// OpenGL Data
struct ImGui_ImplOpenGL3_Data
{
GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
GLuint FontTexture;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
GLint AttribLocationProjMtx;
GLuint AttribLocationVtxPos; // Vertex attributes location
GLuint AttribLocationVtxUV;
GLuint AttribLocationVtxColor;
unsigned int VboHandle, ElementsHandle;
GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize;
bool HasClipOrigin;
bool UseBufferSubData;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplOpenGL3_InitPlatformInterface();
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
{
GLint Enabled, Size, Type, Normalized, Stride;
GLvoid* Ptr;
void GetState(GLint index)
{
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
}
void SetState(GLint index)
{
glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
}
};
#endif
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Initialize our loader
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
if (imgl3wInit() != 0)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return false;
}
#endif
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &major, &minor);
}
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
//printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#else
bd->GlVersion = 200; // GLES 2
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
if (glsl_version == NULL)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
glsl_version = "#version 150";
#else
glsl_version = "#version 130";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
strcpy(bd->GlslVersionString, glsl_version);
strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++)
{
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true;
}
#endif
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplOpenGL3_InitPlatformInterface();
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
#if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true;
if (bd->HasClipOrigin)
{
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
}
#endif
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
#if defined(GL_CLIP_ORIGIN)
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
#endif
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
glUseProgram(bd->ShaderHandle);
glUniform1i(bd->AttribLocationTex, 0);
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
(void)vertex_array_object;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);
glEnableVertexAttribArray(bd->AttribLocationVtxPos);
glEnableVertexAttribArray(bd->AttribLocationVtxUV);
glEnableVertexAttribArray(bd->AttribLocationVtxColor);
glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
}
// OpenGL3 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
// This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
#endif
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glGenVertexArrays(1, &vertex_array_object);
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
// - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)
// - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.
// - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.
const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
if (bd->UseBufferSubData)
{
if (bd->VertexBufferSize < vtx_buffer_size)
{
bd->VertexBufferSize = vtx_buffer_size;
glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);
}
if (bd->IndexBufferSize < idx_buffer_size)
{
bd->IndexBufferSize = idx_buffer_size;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);
}
glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);
}
else
{
glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
}
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
// Destroy the temporary VAO
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glDeleteVertexArrays(1, &vertex_array_object);
#endif
// Restore modified GL state
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
#endif
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif
#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
(void)bd; // Not all compilation paths use this
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// 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)
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &bd->FontTexture);
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->FontTexture)
{
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
static bool CheckShader(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector<char> buf;
buf.resize((int)(log_length + 1));
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
}
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
"attribute vec2 Position;\n"
"attribute vec2 UV;\n"
"attribute vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_130 =
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* vertex_shader_glsl_410_core =
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
"uniform mat4 ProjMtx;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader_glsl_120 =
"#ifdef GL_ES\n"
" precision mediump float;\n"
"#endif\n"
"uniform sampler2D Texture;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_130 =
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_300_es =
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
const GLchar* fragment_shader_glsl_410_core =
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"uniform sampler2D Texture;\n"
"layout (location = 0) out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
// Select shaders matching our GLSL versions
const GLchar* vertex_shader = NULL;
const GLchar* fragment_shader = NULL;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;
}
else if (glsl_version == 300)
{
vertex_shader = vertex_shader_glsl_300_es;
fragment_shader = fragment_shader_glsl_300_es;
}
else
{
vertex_shader = vertex_shader_glsl_130;
fragment_shader = fragment_shader_glsl_130;
}
// Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
glCompileShader(vert_handle);
CheckShader(vert_handle, "vertex shader");
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
glCompileShader(frag_handle);
CheckShader(frag_handle, "fragment shader");
// Link
bd->ShaderHandle = glCreateProgram();
glAttachShader(bd->ShaderHandle, vert_handle);
glAttachShader(bd->ShaderHandle, frag_handle);
glLinkProgram(bd->ShaderHandle);
CheckProgram(bd->ShaderHandle, "shader program");
glDetachShader(bd->ShaderHandle, vert_handle);
glDetachShader(bd->ShaderHandle, frag_handle);
glDeleteShader(vert_handle);
glDeleteShader(frag_handle);
bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
// Create buffers
glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle);
ImGui_ImplOpenGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array);
#endif
return true;
}
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL3_InitPlatformInterface()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
}
static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
#if defined(__clang__)
#pragma clang diagnostic pop
#endif

View File

@ -1,786 +0,0 @@
//-----------------------------------------------------------------------------
// About imgui_impl_opengl3_loader.h:
//
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
// which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
//
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
//
// Regenerate with:
// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
//
// More info:
// https://github.com/dearimgui/gl3w_stripped
// https://github.com/ocornut/imgui/issues/4445
//-----------------------------------------------------------------------------
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
*
* This is free and unencumbered software released into the public domain.
*
* Anyone is free to copy, modify, publish, use, compile, sell, or
* distribute this software, either in source code form or as a compiled
* binary, for any purpose, commercial or non-commercial, and by any
* means.
*
* In jurisdictions that recognize copyright laws, the author or authors
* of this software dedicate any and all copyright interest in the
* software to the public domain. We make this dedication for the benefit
* of the public at large and to the detriment of our heirs and
* successors. We intend this dedication to be an overt act of
* relinquishment in perpetuity of all present and future rights to this
* software under copyright law.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
#ifndef __khrplatform_h_
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef signed long long int khronos_ssize_t;
#else
typedef signed long int khronos_intptr_t;
typedef signed long int khronos_ssize_t;
#endif
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#else
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#endif // __khrplatform_h_
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifndef GLAPI
#define GLAPI extern
#endif
/* glcorearb.h is for use with OpenGL core profile implementations.
** It should should be placed in the same directory as gl.h and
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
**
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
** <GL/glext.h> in the same source file.
*/
/* Generated C header for:
* API: gl
* Profile: core
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: glcore
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_VERSION_1_0
typedef void GLvoid;
typedef unsigned int GLenum;
typedef khronos_float_t GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef double GLdouble;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef khronos_uint8_t GLubyte;
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_VIEWPORT 0x0BA2
#define GL_BLEND 0x0BE2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glFlush (void);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI GLenum APIENTRY glGetError (void);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#endif /* GL_VERSION_1_0 */
#ifndef GL_VERSION_1_1
typedef khronos_float_t GLclampf;
typedef double GLclampd;
#define GL_TEXTURE_BINDING_2D 0x8069
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif
#endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glActiveTexture (GLenum texture);
#endif
#endif /* GL_VERSION_1_3 */
#ifndef GL_VERSION_1_4
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_FUNC_ADD 0x8006
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GLAPI void APIENTRY glBlendEquation (GLenum mode);
#endif
#endif /* GL_VERSION_1_4 */
#ifndef GL_VERSION_1_5
typedef khronos_ssize_t GLsizeiptr;
typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
typedef char GLchar;
typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_UPPER_LEFT 0x8CA2
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glCompileShader (GLuint shader);
GLAPI GLuint APIENTRY glCreateProgram (void);
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif
#endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
GLAPI void APIENTRY glBindVertexArray (GLuint array);
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
#endif
#endif /* GL_VERSION_3_0 */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_PRIMITIVE_RESTART 0x8F9D
#endif /* GL_VERSION_3_1 */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64;
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
#endif
#endif /* GL_VERSION_3_2 */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
#endif
#endif /* GL_VERSION_3_3 */
#ifndef GL_VERSION_4_1
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
#endif /* GL_VERSION_4_1 */
#ifndef GL_VERSION_4_3
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_VERSION_4_3 */
#ifndef GL_VERSION_4_5
#define GL_CLIP_ORIGIN 0x935C
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
#endif /* GL_VERSION_4_5 */
#ifndef GL_ARB_bindless_texture
typedef khronos_uint64_t GLuint64EXT;
#endif /* GL_ARB_bindless_texture */
#ifndef GL_ARB_cl_event
struct _cl_context;
struct _cl_event;
#endif /* GL_ARB_cl_event */
#ifndef GL_ARB_clip_control
#define GL_ARB_clip_control 1
#endif /* GL_ARB_clip_control */
#ifndef GL_ARB_debug_output
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_ARB_debug_output */
#ifndef GL_EXT_EGL_image_storage
typedef void *GLeglImageOES;
#endif /* GL_EXT_EGL_image_storage */
#ifndef GL_EXT_direct_state_access
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
#endif /* GL_EXT_direct_state_access */
#ifndef GL_NV_draw_vulkan_image
typedef void (APIENTRY *GLVULKANPROCNV)(void);
#endif /* GL_NV_draw_vulkan_image */
#ifndef GL_NV_gpu_shader5
typedef khronos_int64_t GLint64EXT;
#endif /* GL_NV_gpu_shader5 */
#ifndef GL_NV_vertex_buffer_unified_memory
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef __cplusplus
}
#endif
#endif
#ifndef GL3W_API
#define GL3W_API
#endif
#ifndef __gl_h_
#define __gl_h_
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define GL3W_OK 0
#define GL3W_ERROR_INIT -1
#define GL3W_ERROR_LIBRARY_OPEN -2
#define GL3W_ERROR_OPENGL_VERSION -3
typedef void (*GL3WglProc)(void);
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
/* gl3w api */
GL3W_API int imgl3wInit(void);
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union GL3WProcs {
GL3WglProc ptr[58];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLBUFFERSUBDATAPROC BufferSubData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETERRORPROC GetError;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
PFNGLISENABLEDPROC IsEnabled;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union GL3WProcs imgl3wProcs;
/* OpenGL functions */
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
#define glAttachShader imgl3wProcs.gl.AttachShader
#define glBindBuffer imgl3wProcs.gl.BindBuffer
#define glBindSampler imgl3wProcs.gl.BindSampler
#define glBindTexture imgl3wProcs.gl.BindTexture
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
#define glBlendEquation imgl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
#define glBufferData imgl3wProcs.gl.BufferData
#define glBufferSubData imgl3wProcs.gl.BufferSubData
#define glClear imgl3wProcs.gl.Clear
#define glClearColor imgl3wProcs.gl.ClearColor
#define glCompileShader imgl3wProcs.gl.CompileShader
#define glCreateProgram imgl3wProcs.gl.CreateProgram
#define glCreateShader imgl3wProcs.gl.CreateShader
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
#define glDeleteShader imgl3wProcs.gl.DeleteShader
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
#define glDetachShader imgl3wProcs.gl.DetachShader
#define glDisable imgl3wProcs.gl.Disable
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
#define glDrawElements imgl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
#define glEnable imgl3wProcs.gl.Enable
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
#define glGetError imgl3wProcs.gl.GetError
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
#define glGetString imgl3wProcs.gl.GetString
#define glGetStringi imgl3wProcs.gl.GetStringi
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
#define glIsEnabled imgl3wProcs.gl.IsEnabled
#define glLinkProgram imgl3wProcs.gl.LinkProgram
#define glPixelStorei imgl3wProcs.gl.PixelStorei
#define glPolygonMode imgl3wProcs.gl.PolygonMode
#define glReadPixels imgl3wProcs.gl.ReadPixels
#define glScissor imgl3wProcs.gl.Scissor
#define glShaderSource imgl3wProcs.gl.ShaderSource
#define glTexImage2D imgl3wProcs.gl.TexImage2D
#define glTexParameteri imgl3wProcs.gl.TexParameteri
#define glUniform1i imgl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
#define glUseProgram imgl3wProcs.gl.UseProgram
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
#define glViewport imgl3wProcs.gl.Viewport
#ifdef __cplusplus
}
#endif
#endif
#ifdef IMGL3W_IMPL
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
static HMODULE libgl;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address;
static int open_libgl(void)
{
libgl = LoadLibraryA("opengl32.dll");
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
return GL3W_OK;
}
static void close_libgl(void) { FreeLibrary(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = (GL3WglProc)wgl_get_proc_address(proc);
if (!res)
res = (GL3WglProc)GetProcAddress(libgl, proc);
return res;
}
#elif defined(__APPLE__)
#include <dlfcn.h>
static void *libgl;
static int open_libgl(void)
{
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#else
#include <dlfcn.h>
static void *libgl;
static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
static int open_libgl(void)
{
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = glx_get_proc_address((const GLubyte *)proc);
if (!res)
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#endif
static struct { int major, minor; } version;
static int parse_version(void)
{
if (!glGetIntegerv)
return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major < 3)
return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK;
}
static void load_procs(GL3WGetProcAddressProc proc);
int imgl3wInit(void)
{
int res = open_libgl();
if (res)
return res;
atexit(close_libgl);
return imgl3wInit2(get_proc);
}
int imgl3wInit2(GL3WGetProcAddressProc proc)
{
load_procs(proc);
return parse_version();
}
int imgl3wIsSupported(int major, int minor)
{
if (major < 3)
return 0;
if (version.major == major)
return version.minor >= minor;
return version.major >= major;
}
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
static const char *proc_names[] = {
"glActiveTexture",
"glAttachShader",
"glBindBuffer",
"glBindSampler",
"glBindTexture",
"glBindVertexArray",
"glBlendEquation",
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glBufferSubData",
"glClear",
"glClearColor",
"glCompileShader",
"glCreateProgram",
"glCreateShader",
"glDeleteBuffers",
"glDeleteProgram",
"glDeleteShader",
"glDeleteTextures",
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDisableVertexAttribArray",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glFlush",
"glGenBuffers",
"glGenTextures",
"glGenVertexArrays",
"glGetAttribLocation",
"glGetError",
"glGetIntegerv",
"glGetProgramInfoLog",
"glGetProgramiv",
"glGetShaderInfoLog",
"glGetShaderiv",
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glGetVertexAttribPointerv",
"glGetVertexAttribiv",
"glIsEnabled",
"glLinkProgram",
"glPixelStorei",
"glPolygonMode",
"glReadPixels",
"glScissor",
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
"glVertexAttribPointer",
"glViewport",
};
GL3W_API union GL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = proc(proc_names[i]);
}
#ifdef __cplusplus
}
#endif
#endif

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// dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support.
// [X] Platform: Multi-viewport / platform windows.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" // IMGUI_IMPL_API
#ifdef __OBJC__
@class NSEvent;
@class NSView;
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
#endif
//-----------------------------------------------------------------------------
// C++ API
//-----------------------------------------------------------------------------
#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
// #include <AppKit/AppKit.hpp>
#ifndef __OBJC__
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
#endif
#endif

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// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Prefer SDL 2.0.5+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#include "imgui_impl_sdl.h"
// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h>
#include <SDL_syswm.h>
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
// SDL Data
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
SDL_Renderer* Renderer;
Uint64 Time;
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
int PendingMouseLeaveFrame;
char* ClipboardTextData;
bool MouseCanUseGlobalState;
bool UseVulkan;
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownPlatformInterface();
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);
}
// 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.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
switch (event->type)
{
case SDL_MOUSEMOTION:
{
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case SDL_MOUSEWHEEL:
{
float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_TEXTINPUT:
{
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
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.
return true;
}
case SDL_WINDOWEVENT:
{
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
{
bd->MouseWindowID = event->window.windowID;
bd->PendingMouseLeaveFrame = 0;
}
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
{
if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
return true;
}
}
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bool mouse_can_use_global_state = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
mouse_can_use_global_state = true;
#endif
// Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
#ifndef __APPLE__
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;// We can call io.AddMouseViewportEvent() with correct data (optional)
#endif
bd->Window = window;
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)window;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info))
{
#ifdef _WIN32
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
#elif defined(__APPLE__)
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
// Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
// Update monitors
ImGui_ImplSDL2_UpdateMonitors();
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL2_Init(window, NULL, sdl_gl_context);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
if (!ImGui_ImplSDL2_Init(window, NULL, NULL))
return false;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
bd->UseVulkan = true;
return true;
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, NULL, NULL);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, NULL, NULL);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, renderer, NULL);
}
void ImGui_ImplSDL2_Shutdown()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_ShutdownPlatformInterface();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)));
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
}
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
int mouse_x, mouse_y, window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (SDL_Window* sdl_mouse_window = SDL_GetWindowFromID(bd->MouseWindowID))
if (ImGuiViewport* mouse_viewport = ImGui::FindViewportByPlatformHandle((void*)sdl_mouse_window))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL2_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_ShowCursor(SDL_FALSE);
}
else
{
// Show OS mouse cursor
SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(SDL_TRUE);
}
}
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return;
// Get gamepad
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
if (!game_controller)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
int display_count = SDL_GetNumVideoDisplays();
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
SDL_GetDisplayUsableBounds(n, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#endif
#if SDL_HAS_PER_MONITOR_DPI
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
// DpiScale to cocoa_window.backingScaleFactor here.
float dpi = 0.0f;
if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
monitor.DpiScale = dpi / 96.0f;
#endif
platform_io.Monitors.push_back(monitor);
}
}
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
if (bd->Renderer != NULL)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->PendingMouseLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL2_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData
{
SDL_Window* Window;
Uint32 WindowID;
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); }
};
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
viewport->PlatformUserData = vd;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != NULL);
SDL_GLContext backup_context = NULL;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
Uint32 sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL2_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
#endif
#if SDL_HAS_ALWAYS_ON_TOP
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
viewport->PlatformHandle = (void*)vd->Window;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(vd->Window, &info))
{
#if defined(_WIN32)
viewport->PlatformHandleRaw = info.info.win.window;
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
}
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = NULL;
vd->Window = NULL;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = NULL;
}
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
#if SDL_HAS_WINDOW_ALPHA
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
#endif
#if SDL_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = vd->Window;
}
static void ImGui_ImplSDL2_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}

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@ -1,38 +0,0 @@
// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Window;
struct SDL_Renderer;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
#endif

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@ -1,251 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL.
// 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 offers a limited graphic API to the end-user and it might
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version.
#include "imgui.h"
#include "imgui_impl_sdlrenderer.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// SDL
#include <SDL.h>
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
}
// Functions
bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer_Shutdown()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_DestroyDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer_SetupRenderState()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, NULL);
SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
}
void ImGui_ImplSDLRenderer_NewFrame()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer_CreateDeviceObjects();
}
void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
float rsy = 1.0f;
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport;
bool ClipEnabled;
SDL_Rect ClipRect;
};
BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// 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->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == NULL)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = NULL;
}
}
bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer_DestroyFontsTexture();
}

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@ -1,31 +0,0 @@
// dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL.
// 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 offers a limited graphic API to the end-user and it might
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();

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@ -1,156 +0,0 @@
// dear imgui: Renderer Backend for Vulkan
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// See imgui_impl_vulkan.cpp file for details.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering backend in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
// [Configuration] in order to use a custom Vulkan function loader:
// (1) You'll need to disable default Vulkan function prototypes.
// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
// - Or as a compilation flag in your build system
// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
// - Do not simply add it in a .cpp file!
// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
// If you have no idea what this is, leave it alone!
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
// Vulkan includes
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES
#endif
#include <vulkan/vulkan.h>
// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
struct ImGui_ImplVulkan_InitInfo
{
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkPipelineCache PipelineCache;
VkDescriptorPool DescriptorPool;
uint32_t Subpass;
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
};
// Called by user code
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
// Register a texture (VkDescriptorSet == ImTextureID)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
// Optional: load Vulkan functions with a custom function loader
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
//-------------------------------------------------------------------------
// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the multi-viewport / platform window implementation needs them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
//
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
//-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_Frame;
struct ImGui_ImplVulkanH_Window;
// Helpers
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
// Helper structure to hold the data needed by one rendering frame
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
// [Please zero-clear before use!]
struct ImGui_ImplVulkanH_Frame
{
VkCommandPool CommandPool;
VkCommandBuffer CommandBuffer;
VkFence Fence;
VkImage Backbuffer;
VkImageView BackbufferView;
VkFramebuffer Framebuffer;
};
struct ImGui_ImplVulkanH_FrameSemaphores
{
VkSemaphore ImageAcquiredSemaphore;
VkSemaphore RenderCompleteSemaphore;
};
// Helper structure to hold the data needed by one rendering context into one OS window
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
struct ImGui_ImplVulkanH_Window
{
int Width;
int Height;
VkSwapchainKHR Swapchain;
VkSurfaceKHR Surface;
VkSurfaceFormatKHR SurfaceFormat;
VkPresentModeKHR PresentMode;
VkRenderPass RenderPass;
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
bool ClearEnable;
VkClearValue ClearValue;
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
ImGui_ImplVulkanH_Frame* Frames;
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
ImGui_ImplVulkanH_Window()
{
memset((void*)this, 0, sizeof(*this));
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
ClearEnable = true;
}
};

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@ -1,719 +0,0 @@
// dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer().
// 2021-08-24: Fix for latest specs.
// 2021-05-24: Add support for draw_data->FramebufferScale.
// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version.
#include "imgui.h"
#include "imgui_impl_wgpu.h"
#include <limits.h>
#include <webgpu/webgpu.h>
#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny)))
#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
#error "Requires at least emscripten 2.0.20"
#endif
// Dear ImGui prototypes from imgui_internal.h
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
// WebGPU data
static WGPUDevice g_wgpuDevice = NULL;
static WGPUQueue g_defaultQueue = NULL;
static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
static WGPURenderPipeline g_pipelineState = NULL;
struct RenderResources
{
WGPUTexture FontTexture; // Font texture
WGPUTextureView FontTextureView; // Texture view for font texture
WGPUSampler Sampler; // Sampler for the font texture
WGPUBuffer Uniforms; // Shader uniforms
WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
static RenderResources g_resources;
struct FrameResources
{
WGPUBuffer IndexBuffer;
WGPUBuffer VertexBuffer;
ImDrawIdx* IndexBufferHost;
ImDrawVert* VertexBufferHost;
int IndexBufferSize;
int VertexBufferSize;
};
static FrameResources* g_pFrameResources = NULL;
static unsigned int g_numFramesInFlight = 0;
static unsigned int g_frameIndex = UINT_MAX;
struct Uniforms
{
float MVP[4][4];
};
//-----------------------------------------------------------------------------
// SHADERS
//-----------------------------------------------------------------------------
// glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
/*
#version 450 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(set=0, binding = 0) uniform transform { mat4 mvp; };
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = mvp * vec4(aPos, 0, 1);
}
*/
static uint32_t __glsl_shader_vert_spv[] =
{
0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d,
0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005,
0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b,
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d,
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010,
0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047,
0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013,
0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,
0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e,
0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b,
0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b,
0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b,
0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b,
0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b,
0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e,
0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a,
0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d,
0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f,
0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023,
0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026,
0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,
0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b,
0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015,
0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016,
0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022,
0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027,
0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050,
0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007,
0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d,
0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038
};
// glsl_shader.frag, compiled with:
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
/*
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=0, binding=1) uniform sampler s;
layout(set=1, binding=0) uniform texture2D t;
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
void main()
{
fColor = In.Color * texture(sampler2D(t, s), In.UV.st);
}
*/
static uint32_t __glsl_shader_frag_spv[] =
{
0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005,
0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,
0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015,
0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019,
0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,
0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,
0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,
0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,
0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,
0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,
0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,
0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b,
0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000,
0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013,
0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a,
0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,
0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,
0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019,
0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f,
0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007,
0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021,
0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038
};
static void SafeRelease(ImDrawIdx*& res)
{
if (res)
delete[] res;
res = NULL;
}
static void SafeRelease(ImDrawVert*& res)
{
if (res)
delete[] res;
res = NULL;
}
static void SafeRelease(WGPUBindGroupLayout& res)
{
if (res)
wgpuBindGroupLayoutRelease(res);
res = NULL;
}
static void SafeRelease(WGPUBindGroup& res)
{
if (res)
wgpuBindGroupRelease(res);
res = NULL;
}
static void SafeRelease(WGPUBuffer& res)
{
if (res)
wgpuBufferRelease(res);
res = NULL;
}
static void SafeRelease(WGPURenderPipeline& res)
{
if (res)
wgpuRenderPipelineRelease(res);
res = NULL;
}
static void SafeRelease(WGPUSampler& res)
{
if (res)
wgpuSamplerRelease(res);
res = NULL;
}
static void SafeRelease(WGPUShaderModule& res)
{
if (res)
wgpuShaderModuleRelease(res);
res = NULL;
}
static void SafeRelease(WGPUTextureView& res)
{
if (res)
wgpuTextureViewRelease(res);
res = NULL;
}
static void SafeRelease(WGPUTexture& res)
{
if (res)
wgpuTextureRelease(res);
res = NULL;
}
static void SafeRelease(RenderResources& res)
{
SafeRelease(res.FontTexture);
SafeRelease(res.FontTextureView);
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
SafeRelease(res.ImageBindGroup);
SafeRelease(res.ImageBindGroupLayout);
};
static void SafeRelease(FrameResources& res)
{
SafeRelease(res.IndexBuffer);
SafeRelease(res.VertexBuffer);
SafeRelease(res.IndexBufferHost);
SafeRelease(res.VertexBufferHost);
}
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size)
{
WGPUShaderModuleSPIRVDescriptor spirv_desc = {};
spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor;
spirv_desc.codeSize = binary_data_size;
spirv_desc.code = binary_data;
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&spirv_desc);
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc);
stage_desc.entryPoint = "main";
return stage_desc;
}
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
{
WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } };
WGPUBindGroupDescriptor image_bg_descriptor = {};
image_bg_descriptor.layout = layout;
image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry);
image_bg_descriptor.entries = image_bg_entries;
return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor);
}
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
{
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
}
// Setup viewport
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1);
// Bind shader and vertex buffers
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
// Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// FIXME: Assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1;
FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
if (fr->VertexBuffer)
{
wgpuBufferDestroy(fr->VertexBuffer);
wgpuBufferRelease(fr->VertexBuffer);
}
SafeRelease(fr->VertexBufferHost);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
WGPUBufferDescriptor vb_desc =
{
NULL,
"Dear ImGui Vertex buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
fr->VertexBufferSize * sizeof(ImDrawVert),
false
};
fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc);
if (!fr->VertexBuffer)
return;
fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize];
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
if (fr->IndexBuffer)
{
wgpuBufferDestroy(fr->IndexBuffer);
wgpuBufferRelease(fr->IndexBuffer);
}
SafeRelease(fr->IndexBufferHost);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
WGPUBufferDescriptor ib_desc =
{
NULL,
"Dear ImGui Index buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
fr->IndexBufferSize * sizeof(ImDrawIdx),
false
};
fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc);
if (!fr->IndexBuffer)
return;
fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize];
}
// Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_scale = draw_data->FramebufferScale;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Bind custom texture
ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (bind_group)
{
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
}
else
{
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
}
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle, Draw
wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y));
wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
}
static void ImGui_ImplWGPU_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height, size_pp;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
// Upload texture to graphics system
{
WGPUTextureDescriptor tex_desc = {};
tex_desc.label = "Dear ImGui Font Texture";
tex_desc.dimension = WGPUTextureDimension_2D;
tex_desc.size.width = width;
tex_desc.size.height = height;
tex_desc.size.depthOrArrayLayers = 1;
tex_desc.sampleCount = 1;
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.mipLevelCount = 1;
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc);
WGPUTextureViewDescriptor tex_view_desc = {};
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_view_desc.dimension = WGPUTextureViewDimension_2D;
tex_view_desc.baseMipLevel = 0;
tex_view_desc.mipLevelCount = 1;
tex_view_desc.baseArrayLayer = 0;
tex_view_desc.arrayLayerCount = 1;
tex_view_desc.aspect = WGPUTextureAspect_All;
g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc);
}
// Upload texture data
{
WGPUImageCopyTexture dst_view = {};
dst_view.texture = g_resources.FontTexture;
dst_view.mipLevel = 0;
dst_view.origin = { 0, 0, 0 };
dst_view.aspect = WGPUTextureAspect_All;
WGPUTextureDataLayout layout = {};
layout.offset = 0;
layout.bytesPerRow = width * size_pp;
layout.rowsPerImage = height;
WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
}
// Create the associated sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
sampler_desc.maxAnisotropy = 1;
g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
}
// Store our identifier
static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView);
}
static void ImGui_ImplWGPU_CreateUniformBuffer()
{
WGPUBufferDescriptor ub_desc =
{
NULL,
"Dear ImGui Uniform buffer",
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
sizeof(Uniforms),
false
};
g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc);
}
bool ImGui_ImplWGPU_CreateDeviceObjects()
{
if (!g_wgpuDevice)
return false;
if (g_pipelineState)
ImGui_ImplWGPU_InvalidateDeviceObjects();
// Create render pipeline
WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
graphics_pipeline_desc.multisample.count = 1;
graphics_pipeline_desc.multisample.mask = UINT_MAX;
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
// Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
// Vertex input configuration
WGPUVertexAttribute attribute_desc[] =
{
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
{ WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
};
WGPUVertexBufferLayout buffer_layouts[1];
buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex;
buffer_layouts[0].attributeCount = 3;
buffer_layouts[0].attributes = attribute_desc;
graphics_pipeline_desc.vertex.bufferCount = 1;
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
// Create the pixel shader
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
// Create the blending setup
WGPUBlendState blend_state = {};
blend_state.alpha.operation = WGPUBlendOperation_Add;
blend_state.alpha.srcFactor = WGPUBlendFactor_One;
blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend_state.color.operation = WGPUBlendOperation_Add;
blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
WGPUColorTargetState color_state = {};
color_state.format = g_renderTargetFormat;
color_state.blend = &blend_state;
color_state.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState fragment_state = {};
fragment_state.module = pixel_shader_desc.module;
fragment_state.entryPoint = pixel_shader_desc.entryPoint;
fragment_state.targetCount = 1;
fragment_state.targets = &color_state;
graphics_pipeline_desc.fragment = &fragment_state;
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.depthBias = 0;
depth_stencil_state.depthBiasClamp = 0;
depth_stencil_state.depthBiasSlopeScale = 0;
// Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = nullptr;
g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
ImGui_ImplWGPU_CreateFontsTexture();
ImGui_ImplWGPU_CreateUniformBuffer();
// Create resource bind group
WGPUBindGroupLayout bg_layouts[2];
bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
WGPUBindGroupEntry common_bg_entries[] =
{
{ nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
{ nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 },
};
WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries;
g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
g_resources.ImageBindGroup = image_bind_group;
g_resources.ImageBindGroupLayout = bg_layouts[1];
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module);
SafeRelease(bg_layouts[0]);
return true;
}
void ImGui_ImplWGPU_InvalidateDeviceObjects()
{
if (!g_wgpuDevice)
return;
SafeRelease(g_pipelineState);
SafeRelease(g_resources);
ImGuiIO& io = ImGui::GetIO();
io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (unsigned int i = 0; i < g_numFramesInFlight; i++)
SafeRelease(g_pFrameResources[i]);
}
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
{
// Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_webgpu";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_wgpuDevice = device;
g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
g_renderTargetFormat = rt_format;
g_pFrameResources = new FrameResources[num_frames_in_flight];
g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX;
g_resources.FontTexture = NULL;
g_resources.FontTextureView = NULL;
g_resources.Sampler = NULL;
g_resources.Uniforms = NULL;
g_resources.CommonBindGroup = NULL;
g_resources.ImageBindGroups.Data.reserve(100);
g_resources.ImageBindGroup = NULL;
g_resources.ImageBindGroupLayout = NULL;
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)
{
FrameResources* fr = &g_pFrameResources[i];
fr->IndexBuffer = NULL;
fr->VertexBuffer = NULL;
fr->IndexBufferHost = NULL;
fr->VertexBufferHost = NULL;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
}
void ImGui_ImplWGPU_Shutdown()
{
ImGui_ImplWGPU_InvalidateDeviceObjects();
delete[] g_pFrameResources;
g_pFrameResources = NULL;
wgpuQueueRelease(g_defaultQueue);
g_wgpuDevice = NULL;
g_numFramesInFlight = 0;
g_frameIndex = UINT_MAX;
}
void ImGui_ImplWGPU_NewFrame()
{
if (!g_pipelineState)
ImGui_ImplWGPU_CreateDeviceObjects();
}

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@ -1,25 +0,0 @@
// dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include <webgpu/webgpu.h>
IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();

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@ -1,45 +0,0 @@
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
#if 0
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// DPI-related helpers (optional)
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
// Transparency related helpers (optional) [experimental]
// - Use to enable alpha compositing transparency with the desktop.
// - Use together with e.g. clearing your framebuffer with zero-alpha.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd

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@ -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

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@ -1,14 +0,0 @@
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct {
vec4 Color;
vec2 UV;
} In;
void main()
{
fColor = In.Color * texture(sTexture, In.UV.st);
}

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@ -1,25 +0,0 @@
#version 450 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(push_constant) uniform uPushConstant {
vec2 uScale;
vec2 uTranslate;
} pc;
out gl_PerVertex {
vec4 gl_Position;
};
layout(location = 0) out struct {
vec4 Color;
vec2 UV;
} Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
}

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@ -1,144 +0,0 @@
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
## Dear ImGui: Backends
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.<BR>
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
### What are backends
Dear ImGui is highly portable and only requires a few things to run and render, typically:
- Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure).
- Required: uploading the font atlas texture into graphics memory.
- Required: rendering indexed textured triangles with a clipping rectangle.
Extra features are opt-in, our backends try to support as many as possible:
- Optional: custom texture binding support.
- Optional: clipboard support.
- Optional: gamepad support.
- Optional: mouse cursor shape support.
- Optional: IME support.
- Optional: multi-viewports support.
etc.
This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and backends which we are describing here (backends/ folder).
- Some issues may only be backend or platform specific.
- You should be able to write backends for pretty much any platform and any 3D graphics API.
e.g. you can get creative and use software rendering or render remotely on a different machine.
### Integrating a backend
See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
### List of backends
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
List of Platforms Backends:
imgui_impl_android.cpp ; Android native app API
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
List of Renderer Backends:
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU
List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp
Emscripten is also supported.
The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
### Backends for third-party frameworks, graphics API or other languages
See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
### Recommended Backends
If you are not sure which backend to use, the recommended platform/frameworks for portable applications:
|Library |Website |Backend |Note |
|--------|--------|--------|-----|
| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | |
| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
### Using a custom engine?
You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
Think twice!
If you are new to Dear ImGui, first try using the existing backends as-is.
You will save lots of time integrating the library.
You can LATER decide to rewrite yourself a custom backend if you really need to.
In most situations, custom backends have less features and more bugs than the standard backends we provide.
If you want portability, you can use multiple backends and choose between them either at compile time
or at runtime.
**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.<BR>
Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.<BR>
Suggestion: use multiple generic backends!
Once it works, if you really need it you can replace parts of backends with your own abstractions.
**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
and you have high-level systems everywhere.<BR>
Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
your desktop builds working first. This will get you running faster and get your acquainted with
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
Generally:
It is unlikely you will add value to your project by creating your own backend.
Also:
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
requests such as: "create an additional OS window", "create a render context", "get the OS position of this
window" etc. See 'ImGuiPlatformIO' for details.
Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
than supporting single-viewport.
If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.

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# Contributing Guidelines
## Index
- [Getting Started & General Advices](#getting-started--general-advices)
- [Issues vs Discussions](#issues-vs-discussions)
- [How to open an Issue](#how-to-open-an-issue)
- [How to open a Pull Request](#how-to-open-a-pull-request)
- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement)
## Getting Started & General Advices
- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
- Please read one of the [examples/](https://github.com/ocornut/imgui/tree/master/examples) application if your question relates to setting up dear imgui.
- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
- Please use the search function of your IDE to search in for comments related to your situation.
- Please use the search function of GitHub to look for similar issues. You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
- Please use a web search engine to look for similar issues.
- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
## Issues vs Discussions
If:
- You cannot Build or Link examples.
- You cannot Build or Link or Run Dear ImGui in your application or custom engine.
- You are failing to load a font.
Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an Issue.
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a nw Issue.
## How to open an Issue
You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.**
Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite or lazy requests may lead to bans.
**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.**
Steps:
- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including dear imgui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
- **Try to be explicit with your Goals, your Expectations and what you have Tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goal. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc..). If you tried something and it failed, show us what you tried.
- **Attach screenshots (or gif/video) to clarify the context**. They often convey useful information that are omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long term longevity of GitHub attachments (you can drag pictures into your post). On Windows you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
- **Please make sure that your project have asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
- **Please provide a Minimal, Complete and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste in one of the examples/ application (e.g. in main.cpp or imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it actually exhibit the problem. **Often while creating the MCVE you will end up solving the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
- Please state if you have made substantial modifications to your copy of imgui or the back-end.
- If you are not calling dear imgui directly from C++, please provide information about your Language and the wrapper/binding you are using.
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users, unless they browse the site.
**Some unfortunate words of warning**
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multi-player games, please don't try posting here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
- Due to frequent abuse of this service from aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
If you have been using dear imgui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information are useful in a given context.
## How to open a Pull Request
- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- Many PR are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
- **Attach screenshots (or gif/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
- **Make sure your code follows the coding style already used in the codebase:** 4 spaces identations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
Thank you for reading!
## Copyright / Contributor License Agreement
Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your own work and that you have the ability to give it to the project.
You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, distributing in source or binary forms. Specifically this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.

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_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_
## Dear ImGui: Examples
**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
integrating Dear ImGui in your own application/game/engine.
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
You can find Windows binaries for some of those example applications at:
http://www.dearimgui.org/binaries
### Getting Started
Integration in a typical existing application, should take <20 lines when using standard backends.
```cpp
At initialization:
call ImGui::CreateContext()
call ImGui_ImplXXXX_Init() for each backend.
At the beginning of your frame:
call ImGui_ImplXXXX_NewFrame() for each backend.
call ImGui::NewFrame()
At the end of your frame:
call ImGui::Render()
call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
At shutdown:
call ImGui_ImplXXXX_Shutdown() for each backend.
call ImGui::DestroyContext()
```
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
```cpp
// Create a Dear ImGui context, setup some options
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
ImGui_ImplWin32_Init(my_hwnd);
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
// Application main loop
while (true)
{
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// Any application code here
ImGui::Text("Hello, world!");
// End of frame: render Dear ImGui
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Swap
g_pSwapChain->Present(1, 0);
}
// Shutdown
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
```
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
Please read FAQ at http://www.dearimgui.org/faq
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
Changelog, so if you want to update them later it will be easier to catch up with what changed.
### Examples Applications
[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/) <BR>
Allegro 5 example. <BR>
= main.cpp + imgui_impl_allegro5.cpp
[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
Android + OpenGL3 (ES) example. <BR>
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
OSX & iOS + Metal example. <BR>
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
OSX + OpenGL2 example. <BR>
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
Emcripten + GLFW + WebGPU example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
GLFW (Mac) + Metal example. <BR>
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern OpenGL calls and custom shaders. <BR>
This may actually also work with OpenGL 2.x contexts! <BR>
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/) <BR>
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. <BR>
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
= main.cpp <BR>
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.
[example_sdl_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_directx11/) <BR>
SDL2 + DirectX11 example, Windows only. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp <BR>
This to demonstrate usage of DirectX with SDL.
[example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/) <BR>
SDL2 (Mac) + Metal example. <BR>
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/) <BR>
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern OpenGL calls and custom shaders. <BR>
This may actually also work with OpenGL 2.x contexts! <BR>
[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp <BR>
This requires SDL 2.0.17+ (expected to release November 2021) <BR>
We do not really recommend using SDL_Renderer as it is a rather primitive API.
[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
DirectX9 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/) <BR>
DirectX10 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/) <BR>
DirectX11 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/) <BR>
DirectX12 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
This is quite long and tedious, because: DirectX12.
### Miscallaneous
**Building**
Unfortunately nowadays it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software and build systems. For most examples here we choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2012+
- Xcode project files for the Apple examples
Please let us know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
If you are interested in using Cmake to build and links examples, see:
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
**About mouse cursor latency**
Dear ImGui has no particular extra lag for most behaviors,
e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
path and will feel smoother than the majority of contents rendered via regular graphics API (including,
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
as the mouse, that disconnect may be jarring to particularly sensitive users.
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
regularly rendered software cursor.
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
drawing a flat 2D shape directly under the mouse cursor!

View File

@ -1,676 +0,0 @@
# FAQ (Frequenty Asked Questions)
You may link to this document using short form:
https://www.dearimgui.org/faq
or its real address:
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
or view this file with any Markdown viewer.
## Index
| **Q&A: Basics** |
:---------------------------------------------------------- |
| [Where is the documentation?](#q-where-is-the-documentation) |
| [What is this library called?](#q-what-is-this-library-called) |
| [Which version should I get?](#q-which-version-should-i-get) |
| **Q&A: Integration** |
| **[How to get started?](#q-how-to-get-started)** |
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
| **Q&A: Fonts, Text** |
| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) |
| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
| **Q&A: Concerns** |
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
| **Q&A: Community** |
| [How can I help?](#q-how-can-i-help) |
# Q&A: Basics
### Q: Where is the documentation?
**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.**
- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
##### [Return to Index](#index)
---
### Q. What is this library called?
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
##### [Return to Index](#index)
---
### Q: Which version should I get?
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking features](https://github.com/ocornut/imgui/issues/2109)
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542)
Many projects are using this branch and it is kept in sync with master regularly.
##### [Return to Index](#index)
----
# Q&A: Integration
### Q: How to get started?
Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
##### [Return to Index](#index)
---
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application.
- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application.
- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons.
```cpp
void MyLowLevelMouseButtonHandler(int button, bool down)
{
// (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
ImGuiIO& io = ImGui::GetIO();
io.AddMouseButtonEvent(button, down);
// (2) ONLY forward mouse data to your underlying app/game.
if (!io.WantCaptureMouse)
my_game->HandleMouseData(...);
}
```
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
##### [Return to Index](#index)
---
### Q: How can I enable keyboard or gamepad controls?
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
##### [Return to Index](#index)
---
### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy)
This is the preferred solution for developer productivity.
In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple
and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Your renderer is not using the font texture correctly or it hasn't been uploaded to the GPU.
- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
##### [Return to Index](#index)
---
### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
You are probably mishandling the clipping rectangles in your render function.
Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
Rectangles provided by Dear ImGui are defined as
`(x1=left,y1=top,x2=right,y2=bottom)`
and **NOT** as
`(x1,y1,width,height)`
Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
##### [Return to Index](#index)
---
# Q&A: Usage
### Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it?
### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
### Q: How can I have multiple windows with the same label?
A primer on labels and the ID Stack...
Dear ImGui internally needs to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
**Unique ID are used internally to track active widgets and occasionally associate state to widgets.<BR>
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
Since Dear ImGui 1.85 you can use `Demo>Tools>Stack Tool` or call `ImGui::ShowStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png)
- Unique ID are often derived from a string label and at minimum scoped within their host window:
```cpp
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
End();
```
- Other elements such as tree nodes, etc. also pushes to the ID stack:
```cpp
Begin("MyWindow");
if (TreeNode("MyTreeNode"))
{
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK")
TreePop();
}
End();
```
- Two items labeled "OK" in different windows or different tree locations won't collide:
```cpp
Begin("MyFirstWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
```
- If you have a same ID twice in the same location, you'll have a conflict:
```cpp
Begin("MyWindow");
Button("OK");
Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one.
Button(""); // ERROR: ID collision with Begin("MyWindow")!
End();
```
Fear not! this is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context:
When passing a label you can optionally specify extra ID information within string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created:
```cpp
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
End();
```
- If you want to completely hide the label, but still need an ID:
```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
```cpp
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
```
- Solving ID conflict in a more general manner:
Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack we store the seed used for items at this level of the ID stack.
```cpp
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
```
- You can stack multiple prefixes into the ID stack:
```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
```
- Tree nodes implicitly creates a scope for you by calling `PushID()`:
```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
```
When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices or pointers as ID.
- e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
##### [Return to Index](#index)
---
### Q: How can I display an image? What is ImTextureID, how does it work?
Short explanation:
- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```cpp
OpenGL:
- ImTextureID = GLuint
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
```
```cpp
DirectX9:
- ImTextureID = LPDIRECT3DTEXTURE9
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
```
```cpp
DirectX11:
- ImTextureID = ID3D11ShaderResourceView*
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
```
```cpp
DirectX12:
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
```
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
User code may do:
```cpp
// Cast our texture type to ImTextureID / void*
MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
```
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
```cpp
// Cast ImTextureID / void* stored in the draw command as our texture type
MyTexture* texture = (MyTexture*)pcmd->GetTexID();
MyEngineBindTexture2D(texture);
```
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
Examples:
```cpp
GLuint my_tex = XXX;
void* my_void_ptr;
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
ID3D11ShaderResourceView* my_dx11_srv = XXX;
void* my_void_ptr;
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
```
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
##### [Return to Index](#index)
---
### Q: How can I use my own math types instead of ImVec2/ImVec4?
You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions.
This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
##### [Return to Index](#index)
---
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
- Being highly portable (backends/bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
Prefer using them over the old and awkward `Combo()/ListBox()` api.
- Generally for most high-level types you should be able to access the underlying data type.
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
Please bear in mind that using `std::string` on applications with large amount of UI may incur unsatisfactory performances.
Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
are not configurable and not the same across implementations.
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
provide similar or better string helpers.
##### [Return to Index](#index)
---
### Q: How can I display custom shapes? (using low-level ImDrawList API)
- You can use the low-level `ImDrawList` api to render shapes within a window.
```cpp
ImGui::Begin("My shapes");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Get the current ImGui cursor position
ImVec2 p = ImGui::GetCursorScreenPos();
// Draw a red circle
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16);
// Draw a 3 pixel thick yellow line
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized)
ImGui::Dummy(ImVec2(200, 200));
ImGui::End();
```
![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png)
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
##### [Return to Index](#index)
---
# Q&A: Fonts, Text
### Q: How should I handle DPI in my application?
The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
Your application may want to detect DPI change and reload the fonts and reset style between frames.
Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scale). The current way to handle this on the application side is:
- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
- In the hook: swap atlas, swap style with correctly sized one, remap the current font from one atlas to the other (may need to maintain a remapping table of your fonts at variying DPI scale).
This approach is relatively easy and functional but come with two issues:
- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides.
Please note that if you are not using multi-viewports with multi-monitors using different DPI scale, you can ignore all of this and use the simpler technique recommended at the top.
### Q: How can I load a different font than the default?
Use the font atlas to load the TTF/OTF file you want:
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
```
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
backslash \ within a string literal, you need to write it double backslash "\\":
```cpp
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
```
##### [Return to Index](#index)
---
### Q: How can I easily use icons in my application?
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings.
You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment.
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.)
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See docs/FONTS.md about using the AddCustomRectFontGlyph API.
##### [Return to Index](#index)
---
### Q: How can I load multiple fonts?
Use the font atlas to pack them into a single texture:
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file and the code in ImFontAtlas for more details.)
```cpp
ImGuiIO& io = ImGui::GetIO();
ImFont* font0 = io.Fonts->AddFontDefault();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
// the first loaded font gets used by default
// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
// Options
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
// Combine multiple fonts into one (e.g. for icon fonts)
static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
```
##### [Return to Index](#index)
---
### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
When loading a font, pass custom Unicode ranges to specify the glyphs to load.
```cpp
// Add default Japanese ranges
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
```
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
in order for the default the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index)
---
# Q&A: Concerns
### Q: Who uses Dear ImGui?
You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
- [Gallery](https://github.com/ocornut/imgui/issues/5243)
##### [Return to Index](#index)
---
### Q: Can you create elaborate/serious tools with Dear ImGui?
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
##### [Return to Index](#index)
---
### Q: Can you reskin the look of Dear ImGui?
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
##### [Return to Index](#index)
---
### Q: Why using C++ (as opposed to C)?
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
##### [Return to Index](#index)
---
# Q&A: Community
### Q: How can I help?
- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/5243). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and help other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)

View File

@ -1,401 +0,0 @@
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_
## Dear ImGui: Using Fonts
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
You may also load external .TTF/.OTF files.
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
**Also read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
## Index
- [Readme First](#readme-first)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#font-loading-instructions)
- [Using Icon Fonts](#using-icon-fonts)
- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
- [About filenames](#about-filenames)
- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
- [Font Links](#font-links)
---------------------------------------
## Readme First
- You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
- You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png)
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
```cpp
u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
```
##### [Return to Index](#index)
## How should I handle DPI in my application?
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
##### [Return to Index](#index)
## Font Loading Instructions
**Load default font:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
```
**Load .TTF/.OTF file with:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
```
If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
**Load multiple fonts:**
```cpp
// Init
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
```
```cpp
// In application loop: select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
ImGui::Text("Hello with another font");
ImGui::PopFont();
```
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
```cpp
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
```
**Combine multiple fonts into one:**
```cpp
// Load a first font
ImFont* font = io.Fonts->AddFontDefault();
// Add character ranges and merge into the previous font
// The ranges array is not copied by the AddFont* functions and is used lazily
// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); // Merge into first font
io.Fonts->Build();
```
**Add a fourth parameter to bake specific font ranges only:**
```cpp
// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
// Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
```
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
**Example loading and using a Japanese font:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
```
```cpp
ImGui::Text(u8"こんにちは!テスト %d", 123);
if (ImGui::Button(u8"ロード"))
{
// do stuff
}
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
**Font Atlas too large?**
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
- Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
1. Reduce glyphs ranges by calculating them from source localization data.
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size.
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable.
3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`.
##### [Return to Index](#index)
## Using Icon Fonts
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders.
So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
Example Setup:
```cpp
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
```
Example Usage:
```cpp
// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
```
See Links below for other icons fonts and related tools.
Here's an application using icons ("Avoyd", https://www.avoyd.com):
![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg)
##### [Return to Index](#index)
## Using FreeType Rasterizer (imgui_freetype)
- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
- FreeType supports auto-hinting which tends to improve the readability of small fonts.
- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
- Correct sRGB space blending will have an important effect on your font rendering quality.
##### [Return to Index](#index)
## Using Colorful Glyphs/Emojis
- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+.
- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
- Not all types of color fonts are supported by FreeType at the moment.
- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
```cpp
io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
static ImFontConfig cfg;
cfg.OversampleH = cfg.OversampleV = 1;
cfg.MergeMode = true;
cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor;
io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges);
```
##### [Return to Index](#index)
## Using Custom Glyph Ranges
You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
```cpp
ImVector<ImWchar> ranges;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
```
##### [Return to Index](#index)
## Using Custom Colorful Icons
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale).
#### Pseudo-code:
```cpp
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
ImFont* font = io.Fonts->AddFontDefault();
int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
// Build atlas
io.Fonts->Build();
// Retrieve texture in RGBA format
unsigned char* tex_pixels = NULL;
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
{
int rect_id = rects_ids[rect_n];
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
{
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++)
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
for (int x = rect->Width; x > 0; x--)
*p++ = IM_COL32(255, 0, 0, 255);
}
}
}
```
##### [Return to Index](#index)
## Using Font Data Embedded In Source Code
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
Then load the font with:
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
```
or
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
```
##### [Return to Index](#index)
## About filenames
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
Two things to watch for:
- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
```cpp
// Relative filename depends on your Working Directory when running your program!
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
// Load from the parent folder of your Working Directory
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
```
- In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
```cpp
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
```
In some situations, you may also use `/` path separator under Windows.
##### [Return to Index](#index)
## Credits/Licenses For Fonts Included In Repository
Some fonts files are available in the `misc/fonts/` folder:
**Roboto-Medium.ttf**, by Christian Robetson
<br>Apache License 2.0
<br>https://fonts.google.com/specimen/Roboto
**Cousine-Regular.ttf**, by Steve Matteson
<br>Digitized data copyright (c) 2010 Google Corporation.
<br>Licensed under the SIL Open Font License, Version 1.1
<br>https://fonts.google.com/specimen/Cousine
**DroidSans.ttf**, by Steve Matteson
<br>Apache License 2.0
<br>https://www.fontsquirrel.com/fonts/droid-sans
**ProggyClean.ttf**, by Tristan Grimmer
<br>MIT License
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
<br>http://www.proggyfonts.net/
**ProggyTiny.ttf**, by Tristan Grimmer
<br>MIT License
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
<br>http://www.proggyfonts.net/
**Karla-Regular.ttf**, by Jonathan Pinhorn
<br>SIL OPEN FONT LICENSE Version 1.1
##### [Return to Index](#index)
## Font Links
#### ICON FONTS
- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders
- FontAwesome https://fortawesome.github.io/Font-Awesome
- OpenFontIcons https://github.com/traverseda/OpenFontIcons
- Google Icon Fonts https://design.google.com/icons/
- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font
- IcoMoon - Custom Icon font builder https://icomoon.io/app
#### REGULAR FONTS
- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/
- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans
- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
#### MONOSPACE FONTS
Pixel Perfect:
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
Regular:
- Google Noto Mono Fonts https://www.google.com/get/noto/
- Typefaces for source code beautification https://github.com/chrissimpkins/codeface
- Programmation fonts http://s9w.github.io/font_compare/
- Inconsolata http://www.levien.com/type/myfonts/inconsolata.html
- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro
- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
##### [Return to Index](#index)

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@ -1,237 +0,0 @@
Dear ImGui
=====
<center><b><i>"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."</i></b></center> <a href="https://twitter.com/rygorous/status/1507178315886444544">-ryg</a>
----
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis)
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
:----------------------------------------------------------: |
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### The Pitch
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
- Minimize state synchronization.
- Minimize state storage on user side.
- Minimize setup and maintenance.
- Easy to use to create code-driven and data-driven tools.
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
- Easy to hack and improve.
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption.
- Battle-tested, used by many major actors in the game industry.
### Usage
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h).
**No specific build process is required**. You can add the .cpp files to your existing project.
You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. **Backends for a variety of graphics api and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
Code:
```cpp
ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save"))
MySaveFunction();
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
Result:
<br>![sample code output (dark)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0001.png) ![sample code output (light)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0002.png)
Code:
```cpp
// Create a window called "My First Tool", with a menu bar.
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
// Edit a color (stored as ~4 floats)
ImGui::ColorEdit4("Color", my_color);
// Plot some values
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
// Display contents in a scrolling region
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
ImGui::BeginChild("Scrolling");
for (int n = 0; n < 50; n++)
ImGui::Text("%04d: Some text", n);
ImGui::EndChild();
ImGui::End();
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v180/code_sample_04_color.gif)
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
### How it works
Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
### Releases & Changelogs
See [Releases](https://github.com/ocornut/imgui/releases) page.
Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
### Demo
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20220504.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20220504.zip) (Windows, 1.88 WIP, built 2022/05/04, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)).
### Integration
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GLEQ, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS & Switch (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SDL_Renderer, SFML, Sokol, Unity, Unreal Engine 4, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
- Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos etc.
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Upcoming Changes
Some of the goals for 2022 are:
- Work on Docking (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
- Work on Multi-Viewport / Multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/5243)!
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
Custom engine [ehre](https://github.com/tksuoran/erhe) (docking branch)
[![ehre](https://user-images.githubusercontent.com/8225057/166686854-3f76bf28-0442-4fac-8e65-9fc9650d2ed0.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png)
Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
Custom engine (untitled)
[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
[Tracy Profiler](https://github.com/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png)
### Support, Frequently Asked Questions (FAQ)
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
For other questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
**Which version should I get?**
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/5243)!
How to help
-----------
**How can I help?**
- See [GitHub Forum/issues](https://github.com/ocornut/imgui/issues) and [Github Discussions](https://github.com/ocornut/imgui/discussions).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project (please reach by e-mail to say hi!).
Sponsors
--------
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
<BR>Please see **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details.
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
Dear ImGui is using software and services provided free of charge for open source projects:
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
Credits
-------
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups) (a large portion of work on automation systems, regression tests and other features are currently unpublished).
Sponsoring, support contracts and other B2B transactions are hosted and handled by [Lizardcube](https://www.lizardcube.com).
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.
License
-------
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.

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dear imgui
ISSUES & TODO LIST
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
This list is not well maintained, most of the work happens on GitHub nowadays.
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
- doc/test: add a proper documentation+regression testing system (#435)
- doc/test: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: begin with *p_open == false could return false.
- window: get size/pos helpers given names (see discussion in #249)
- window: when window is very small, prioritize resize button over close button.
- window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- window: expose contents size. (#1045)
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows.
- window: top most window flag? more z-order contrl? (#2574)
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- window/child: background options for child windows, border option (disable rounding).
- window/child: allow resizing of child windows (possibly given min/max for each axis?.)
- window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331)
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- drawlist: AddRect vs AddLine position confusing (#2441)
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644)
- widgets: checkbox: checkbox with custom glyph inside frame.
- widgets: coloredit: keep reporting as active when picker is on?
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch)
- input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active (available in internals)
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: hover tooltip could show unclamped text
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
- input text: option to Tab after an Enter validation.
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890)
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
- input text: a way for the user to provide syntax coloring.
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: support for copy/cut without selection (copy/cut current line?)
- input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
- input text multi-line: better horizontal scrolling support (#383, #1224)
- input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end.
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
- layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404)
- layout: more generic alignment state (left/right/centered) for single items?
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
- layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size.
- layout: (R&D) local multi-pass layout mode.
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
- tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
- group: BeginGroup() needs a border option. (~#1496)
- group: IsHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
- plot: PlotLines() should use the polygon-stroke facilities, less vertices (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: option/feature: draw the zero line
- plot: option/feature: draw grid, vertical markers
- plot: option/feature: draw unit
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance.
- clipper: horizontal clipping support. (#2580)
- separator: expose flags (#759)
- separator: take indent into consideration (optional)
- separator: width, thickness, centering (#1643)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- docking: merge docking branch (#2109)
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
- docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8)
- docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode?
- docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions.
- docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished.
- docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized.
- docking: B~ central node resizing behavior incorrect.
- docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame.
- docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary)
- docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
- docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar)
- docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All
- docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes)
- docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts
- docking: B: resize grip drawn in host window typically appears under scrollbar.
- docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved?
- docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4)
- docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.)
- docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff.
- docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar()
- docking: B- tab bar: make selected tab always shows its full title?
- docking: B- hide close button on single tab bar?
- docking: B- nav: design interactions so nav controls can dock/undock
- docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?)
- docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node!
- docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button)
- docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104)
- docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
- docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- tabs: TabItem could honor SetNextItemWidth()?
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
- tabs: Mouse wheel over tab bar could scroll? (with shift?) (#2702)
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id can be problematic. (#2464, #1390)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: relative dragging? + precision dragging
- slider: step option (#1183)
- slider: style: fill % of the bar instead of positioning a drag.
- knob: rotating knob widget (#942)
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
- drag float: up/down axis
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper.
- combo: flag for BeginCombo to not return true when unchanged (#1182)
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch)
- listbox: unselect option (#1208)
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
- listbox: scrolling should track modified selection.
- listbox: future api should allow to enable horizontal scrolling (#2510)
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- modals: make modal title bar blink when trying to click outside the modal
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197)
- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) (WIP branch)
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: flag to disable formatting and/or detect "%s"
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
- style: better default styles. (#707)
- style: PushStyleVar: allow direct access to individual float X/Y elements.
- style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447)
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
- style: global scale setting.
- style: FramePadding could be different for up vs down (#584)
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height.
- log: improve logging of ArrowButton, ListBox, TabItem
- log: carry on indent / tree depth when opening a child window
- log: enabling log ends up pushing and growing vertices buffers because we don't distinguish layout vs render clipping
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider)
- filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: focus drag target window on hold (even without open)
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
- drag and drop: allow for multiple payload types. (#143)
- drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143)
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
- markup: simple markup language for color change? (#902, #3130)
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
- text/wrapped: custom separator for text wrapping. (#3002)
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- font: arbitrary line spacing. (#2945)
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
- font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding?
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: remove ID from CustomRect registration, it seems unnecessary!
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
- font: PushFontSize API (#1018)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
- font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
- font/atlas: add a missing Glyphs.reserve()
- font/atlas: incremental updates
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font/draw: need to be able to specify wrap start position.
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
- font/draw: fix for drawing 16k+ visible characters in same call.
- font/draw: underline, squiggle line rendering helpers.
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before atlas has been built.
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: NavFlattened: init requests don't work properly on flattened siblings.
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
- nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav/menus: allow pressing Menu to leave a sub-menu.
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
- nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- viewport: make it possible to have no main/hosting viewport
- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
- viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front.
- viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size)
- viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.)
- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
- viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis?
- viewport: need to clarify how to use GetMousePos() from a user point of view.
- platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport.
- platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set
- platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it).
- platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32).
- inputs: we need an explicit flag about whether the platform window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
- inputs: support track pad style scrolling & slider edit.
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend to be able stop refreshing easily.
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- misc: possible compile-time support for wchar_t instead of char*?
- demo: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- demo: demonstrate Plot offset
- demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
- examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example.
- examples: dx11/dx12: try to use new swapchain blit models (#2970)
- backends: report it better when not able to create texture?
- backends: apple: example_apple should be using modern GL3.
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private)
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
- optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
- optimization: use another hash function than crc32, e.g. FNV1a
- optimization: turn some the various stack vectors into statically-sized arrays

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@ -1,9 +0,0 @@
See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs
Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app).
Examples = Standalone applications showcasing integration with platforms/graphics api.
Some Examples have extra README files in their respective directory, please check them too!
Once Dear ImGui is running (in either examples or your own application/game/engine),
run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.

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@ -1,36 +0,0 @@
# Configuration
Dear ImGui outputs 16-bit vertex indices by default.
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
# How to Build
### On Ubuntu 14.04+ and macOS
```bash
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
```
On macOS, install Allegro with homebrew: `brew install allegro`.
### On Windows with Visual Studio's CLI
You may install Allegro using vcpkg:
```
git clone https://github.com/Microsoft/vcpkg
cd vcpkg
bootstrap-vcpkg.bat
vcpkg install allegro5 --triplet=x86-windows ; for win32
vcpkg install allegro5 --triplet=x64-windows ; for win64
vcpkg integrate install ; register include / libs in Visual Studio
```
Build:
```
set ALLEGRODIR=path_to_your_allegro5_folder
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
```

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@ -1,180 +0,0 @@
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<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp" />
<ClCompile Include="imconfig_allegro5.h" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -1,58 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="imconfig_allegro5.h">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>

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@ -1,11 +0,0 @@
//-----------------------------------------------------------------------------
// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE
// See imconfig.h for the full template
// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices
//-----------------------------------------------------------------------------
#pragma once
// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones
// This allows us to avoid converting vertices format at runtime
#define ImDrawIdx int

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@ -1,145 +0,0 @@
// Dear ImGui: standalone example application for Allegro 5
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// On Windows, you can install Allegro5 using vcpkg:
// git clone https://github.com/Microsoft/vcpkg
// cd vcpkg
// bootstrap - vcpkg.bat
// vcpkg install allegro5 --triplet=x86-windows ; for win32
// vcpkg install allegro5 --triplet=x64-windows ; for win64
// vcpkg integrate install ; register include and libs in Visual Studio
#include <stdint.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#include "imgui.h"
#include "imgui_impl_allegro5.h"
int main(int, char**)
{
// Setup Allegro
al_init();
al_install_keyboard();
al_install_mouse();
al_init_primitives_addon();
al_set_new_display_flags(ALLEGRO_RESIZABLE);
ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
al_set_window_title(display, "Dear ImGui Allegro 5 example");
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
al_register_event_source(queue, al_get_display_event_source(display));
al_register_event_source(queue, al_get_keyboard_event_source());
al_register_event_source(queue, al_get_mouse_event_source());
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplAllegro5_Init(display);
// 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool running = true;
while (running)
{
// 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.
ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev))
{
ImGui_ImplAllegro5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
ImGui_ImplAllegro5_InvalidateDeviceObjects();
al_acknowledge_resize(display);
ImGui_ImplAllegro5_CreateDeviceObjects();
}
}
// Start the Dear ImGui frame
ImGui_ImplAllegro5_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
al_flip_display();
}
// Cleanup
ImGui_ImplAllegro5_Shutdown();
ImGui::DestroyContext();
al_destroy_event_queue(queue);
al_destroy_display(display);
return 0;
}

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@ -1,40 +0,0 @@
cmake_minimum_required(VERSION 3.6)
project(ImGuiExample)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
add_library(${CMAKE_PROJECT_NAME} SHARED
${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
)
set(CMAKE_SHARED_LINKER_FLAGS
"${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
)
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
IMGUI_IMPL_OPENGL_ES3
)
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../..
${CMAKE_CURRENT_SOURCE_DIR}/../../backends
${ANDROID_NDK}/sources/android/native_app_glue
)
target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
android
EGL
GLESv3
log
)

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@ -1,12 +0,0 @@
.cxx
.externalNativeBuild
build/
*.iml
.idea
.gradle
local.properties
# Android Studio puts a Gradle wrapper here, that we don't want:
gradle/
gradlew*

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@ -1,34 +0,0 @@
apply plugin: 'com.android.application'
apply plugin: 'kotlin-android'
android {
compileSdkVersion 29
buildToolsVersion "30.0.3"
ndkVersion "21.4.7075529"
defaultConfig {
applicationId "imgui.example.android"
minSdkVersion 23
targetSdkVersion 29
versionCode 1
versionName "1.0"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
}
}
externalNativeBuild {
cmake {
path "../../CMakeLists.txt"
}
}
}
repositories {
mavenCentral()
}
dependencies {
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
}

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@ -1,24 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="imgui.example.android">
<application
android:label="ImGuiExample"
android:allowBackup="false"
android:fullBackupContent="false"
android:hasCode="true">
<activity
android:name="imgui.example.android.MainActivity"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize">
<meta-data android:name="android.app.lib_name"
android:value="ImGuiExample" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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@ -1,40 +0,0 @@
package imgui.example.android
import android.app.NativeActivity
import android.os.Bundle
import android.content.Context
import android.view.inputmethod.InputMethodManager
import android.view.KeyEvent
import java.util.concurrent.LinkedBlockingQueue
class MainActivity : NativeActivity() {
public override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
}
fun showSoftInput() {
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
inputMethodManager.showSoftInput(this.window.decorView, 0)
}
fun hideSoftInput() {
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
}
// Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
private var unicodeCharacterQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
// We assume dispatchKeyEvent() of the NativeActivity is actually called for every
// KeyEvent and not consumed by any View before it reaches here
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
if (event.action == KeyEvent.ACTION_DOWN) {
unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
}
return super.dispatchKeyEvent(event)
}
fun pollUnicodeChar(): Int {
return unicodeCharacterQueue.poll() ?: 0
}
}

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@ -1,24 +0,0 @@
buildscript {
ext.kotlin_version = '1.4.31'
repositories {
google()
mavenCentral()
}
dependencies {
classpath 'com.android.tools.build:gradle:4.1.0'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
}
}
allprojects {
repositories {
google()
mavenCentral()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}

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@ -1,369 +0,0 @@
// dear imgui: standalone example application for Android + OpenGL ES 3
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/asset_manager.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
// Data
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
static EGLContext g_EglContext = EGL_NO_CONTEXT;
static struct android_app* g_App = NULL;
static bool g_Initialized = false;
static char g_LogTag[] = "ImGuiExample";
// Forward declarations of helper functions
static int ShowSoftKeyboardInput();
static int PollUnicodeChars();
static int GetAssetData(const char* filename, void** out_data);
void init(struct android_app* app)
{
if (g_Initialized)
return;
g_App = app;
ANativeWindow_acquire(g_App->window);
// Initialize EGL
// This is mostly boilerplate code for EGL...
{
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (g_EglDisplay == EGL_NO_DISPLAY)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
EGLint num_configs = 0;
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
if (num_configs == 0)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
// Get the first matching config
EGLConfig egl_config;
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
EGLint egl_format;
eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
if (g_EglContext == EGL_NO_CONTEXT)
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// Disable loading/saving of .ini file from disk.
// FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
io.IniFilename = NULL;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplAndroid_Init(g_App->window);
ImGui_ImplOpenGL3_Init("#version 300 es");
// 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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
// We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
ImFontConfig font_cfg;
font_cfg.SizePixels = 22.0f;
io.Fonts->AddFontDefault(&font_cfg);
//void* font_data;
//int font_data_size;
//ImFont* font;
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
//IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
//IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f);
//IM_ASSERT(font != NULL);
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Arbitrary scale-up
// FIXME: Put some effort into DPI awareness
ImGui::GetStyle().ScaleAllSizes(3.0f);
g_Initialized = true;
}
void tick()
{
ImGuiIO& io = ImGui::GetIO();
if (g_EglDisplay == EGL_NO_DISPLAY)
return;
// Our state
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Poll Unicode characters via JNI
// FIXME: do not call this every frame because of JNI overhead
PollUnicodeChars();
// Open on-screen (soft) input if requested by Dear ImGui
static bool WantTextInputLast = false;
if (io.WantTextInput && !WantTextInputLast)
ShowSoftKeyboardInput();
WantTextInputLast = io.WantTextInput;
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplAndroid_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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());
eglSwapBuffers(g_EglDisplay, g_EglSurface);
}
void shutdown()
{
if (!g_Initialized)
return;
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplAndroid_Shutdown();
ImGui::DestroyContext();
if (g_EglDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (g_EglContext != EGL_NO_CONTEXT)
eglDestroyContext(g_EglDisplay, g_EglContext);
if (g_EglSurface != EGL_NO_SURFACE)
eglDestroySurface(g_EglDisplay, g_EglSurface);
eglTerminate(g_EglDisplay);
}
g_EglDisplay = EGL_NO_DISPLAY;
g_EglContext = EGL_NO_CONTEXT;
g_EglSurface = EGL_NO_SURFACE;
ANativeWindow_release(g_App->window);
g_Initialized = false;
}
static void handleAppCmd(struct android_app* app, int32_t appCmd)
{
switch (appCmd)
{
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
init(app);
break;
case APP_CMD_TERM_WINDOW:
shutdown();
break;
case APP_CMD_GAINED_FOCUS:
break;
case APP_CMD_LOST_FOCUS:
break;
}
}
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
{
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
}
void android_main(struct android_app* app)
{
app->onAppCmd = handleAppCmd;
app->onInputEvent = handleInputEvent;
while (true)
{
int out_events;
struct android_poll_source* out_data;
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
{
// Process one event
if (out_data != NULL)
out_data->process(app, out_data);
// Exit the app by returning from within the infinite loop
if (app->destroyRequested != 0)
{
// shutdown() should have been called already while processing the
// app command APP_CMD_TERM_WINDOW. But we play save here
if (!g_Initialized)
shutdown();
return;
}
}
// Initiate a new frame
tick();
}
}
// Unfortunately, there is no way to show the on-screen input from native code.
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
static int ShowSoftKeyboardInput()
{
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = NULL;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == NULL)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
if (method_id == NULL)
return -4;
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
// the resulting Unicode characters here via JNI and send them to Dear ImGui.
static int PollUnicodeChars()
{
JavaVM* java_vm = g_App->activity->vm;
JNIEnv* java_env = NULL;
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
if (jni_return == JNI_ERR)
return -1;
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
if (jni_return != JNI_OK)
return -2;
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
if (native_activity_clazz == NULL)
return -3;
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
if (method_id == NULL)
return -4;
// Send the actual characters to Dear ImGui
ImGuiIO& io = ImGui::GetIO();
jint unicode_character;
while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
io.AddInputCharacter(unicode_character);
jni_return = java_vm->DetachCurrentThread();
if (jni_return != JNI_OK)
return -5;
return 0;
}
// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
static int GetAssetData(const char* filename, void** outData)
{
int num_bytes = 0;
AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
if (asset_descriptor)
{
num_bytes = AAsset_getLength(asset_descriptor);
*outData = IM_ALLOC(num_bytes);
int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
AAsset_close(asset_descriptor);
IM_ASSERT(num_bytes_read == num_bytes);
}
return num_bytes;
}

View File

@ -1,10 +0,0 @@
# iOS / OSX Metal example
## Introduction
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.

View File

@ -1,516 +0,0 @@
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// Dear ImGui: standalone example application for OSX + Metal.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#import <Foundation/Foundation.h>
#if TARGET_OS_OSX
#import <Cocoa/Cocoa.h>
#else
#import <UIKit/UIKit.h>
#endif
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#include "imgui.h"
#include "imgui_impl_metal.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
@interface AppViewController : NSViewController<NSWindowDelegate>
@end
#else
@interface AppViewController : UIViewController
@end
#endif
@interface AppViewController () <MTKViewDelegate>
@property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end
//-----------------------------------------------------------------------------------
// AppViewController
//-----------------------------------------------------------------------------------
@implementation AppViewController
-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
_device = MTLCreateSystemDefaultDevice();
_commandQueue = [_device newCommandQueue];
if (!self.device)
{
NSLog(@"Metal is not supported");
abort();
}
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Renderer backend
ImGui_ImplMetal_Init(_device);
// 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
return self;
}
-(MTKView *)mtkView
{
return (MTKView *)self.view;
}
-(void)loadView
{
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
}
-(void)viewDidLoad
{
[super viewDidLoad];
self.mtkView.device = self.device;
self.mtkView.delegate = self;
#if TARGET_OS_OSX
ImGui_ImplOSX_Init(self.view);
[NSApp activateIgnoringOtherApps:YES];
#endif
}
-(void)drawInMTKView:(MTKView*)view
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
#if TARGET_OS_OSX
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
#else
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
#endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor == nil)
{
[commandBuffer commit];
return;
}
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
ImGui::NewFrame();
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
ImDrawData* draw_data = ImGui::GetDrawData();
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
// Present
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit];
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
}
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
{
}
//-----------------------------------------------------------------------------------
// Input processing
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX
- (void)viewWillAppear
{
[super viewWillAppear];
self.view.window.delegate = self;
}
- (void)windowWillClose:(NSNotification *)notification
{
ImGui_ImplMetal_Shutdown();
ImGui_ImplOSX_Shutdown();
ImGui::DestroyContext();
}
#else
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
// as if it were a depressed left mouse button, and we don't bother handling
// multitouch correctly at all. This causes the "cursor" to behave very erratically
// when there are multiple active touches. But for demo purposes, single-touch
// interaction actually works surprisingly well.
-(void)updateIOWithTouchEvent:(UIEvent *)event
{
UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO();
io.AddMousePosEvent(touchLocation.x, touchLocation.y);
BOOL hasActiveTouch = NO;
for (UITouch *touch in event.allTouches)
{
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
{
hasActiveTouch = YES;
break;
}
}
io.AddMouseButtonEvent(0, hasActiveTouch);
}
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
#endif
@end
//-----------------------------------------------------------------------------------
// AppDelegate
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX
@interface AppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, strong) NSWindow *window;
@end
@implementation AppDelegate
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
{
return YES;
}
-(instancetype)init
{
if (self = [super init])
{
NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
backing:NSBackingStoreBuffered
defer:NO];
self.window.contentViewController = rootViewController;
[self.window center];
[self.window makeKeyAndOrderFront:self];
}
return self;
}
@end
#else
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end
@implementation AppDelegate
-(BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
{
UIViewController *rootViewController = [[AppViewController alloc] init];
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
self.window.rootViewController = rootViewController;
[self.window makeKeyAndVisible];
return YES;
}
@end
#endif
//-----------------------------------------------------------------------------------
// Application main() function
//-----------------------------------------------------------------------------------
#if TARGET_OS_OSX
int main(int argc, const char * argv[])
{
return NSApplicationMain(argc, argv);
}
#else
int main(int argc, char * argv[])
{
@autoreleasepool
{
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
#endif

View File

@ -1,332 +0,0 @@
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View File

@ -1,268 +0,0 @@
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
#include "imgui.h"
#include "imgui_impl_opengl2.h"
#include "imgui_impl_osx.h"
//-----------------------------------------------------------------------------------
// AppView
//-----------------------------------------------------------------------------------
@interface AppView : NSOpenGLView
{
NSTimer* animationTimer;
}
@end
@implementation AppView
-(void)prepareOpenGL
{
[super prepareOpenGL];
#ifndef DEBUG
GLint swapInterval = 1;
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
if (swapInterval == 0)
NSLog(@"Error: Cannot set swap interval.");
#endif
}
-(void)initialize
{
// Setup Dear ImGui context
// FIXME: This example doesn't have proper cleanup...
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplOSX_Init(self);
ImGui_ImplOpenGL2_Init();
// 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
}
-(void)updateAndDrawDemoView
{
// Start the Dear ImGui frame
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOSX_NewFrame(self);
ImGui::NewFrame();
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
ImDrawData* draw_data = ImGui::GetDrawData();
[[self openGLContext] makeCurrentContext];
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
glViewport(0, 0, width, height);
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_ImplOpenGL2_RenderDrawData(draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
[[self openGLContext] flushBuffer];
if (!animationTimer)
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
}
-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; }
-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
-(void)dealloc { animationTimer = nil; }
@end
//-----------------------------------------------------------------------------------
// AppDelegate
//-----------------------------------------------------------------------------------
@interface AppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, readonly) NSWindow* window;
@end
@implementation AppDelegate
@synthesize window = _window;
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
{
return YES;
}
-(NSWindow*)window
{
if (_window != nil)
return (_window);
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
[_window setAcceptsMouseMovedEvents:YES];
[_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp];
return (_window);
}
-(void)setupMenu
{
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* appMenu;
NSMenuItem* menuItem;
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
menuItem = [[NSMenuItem alloc] init];
[menuItem setSubmenu:appMenu];
[mainMenuBar addItem:menuItem];
appMenu = nil;
[NSApp setMainMenu:mainMenuBar];
}
-(void)dealloc
{
_window = nil;
}
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Make the application a foreground application (else it won't receive keyboard events)
ProcessSerialNumber psn = {0, kCurrentProcess};
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Menu
[self setupMenu];
NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 32,
0
};
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
format = nil;
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
[view setWantsBestResolutionOpenGLSurface:YES];
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
[self.window setContentView:view];
if ([view openGLContext] == nil)
NSLog(@"No OpenGL Context!");
[view initialize];
}
@end
//-----------------------------------------------------------------------------------
// Application main() function
//-----------------------------------------------------------------------------------
int main(int argc, const char* argv[])
{
@autoreleasepool
{
NSApp = [NSApplication sharedApplication];
AppDelegate* delegate = [[AppDelegate alloc] init];
[[NSApplication sharedApplication] setDelegate:delegate];
[NSApp run];
}
return NSApplicationMain(argc, argv);
}

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@ -1,91 +0,0 @@
#
# Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions.
#
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make` will produce three files:
# - web/index.html
# - web/index.js
# - web/index.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CPPFLAGS =
LDFLAGS =
EMS =
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS)
LDFLAGS += --shell-file shell_minimal.html $(EMS)
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -rf $(OBJS) $(WEB_DIR)

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@ -1,26 +0,0 @@
## How to Build
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make` while in the `example_emscripten_opengl3/` directory.
## How to Run
To run on a local machine:
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
- Otherwise, generally you will need a local webserver:
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
## Obsolete features:
- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`

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// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <emscripten.h>
#include <SDL.h>
#include <SDL_opengles2.h>
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
SDL_Window* g_Window = NULL;
SDL_GLContext g_GLContext = NULL;
// For clarity, our main loop code is declared at the end.
static void main_loop(void*);
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
// run this code on Chrome for Android for example.
const char* glsl_version = "#version 100";
//const char* glsl_version = "#version 300 es";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
g_GLContext = SDL_GL_CreateContext(g_Window);
if (!g_GLContext)
{
fprintf(stderr, "Failed to initialize WebGL context!\n");
return 1;
}
SDL_GL_SetSwapInterval(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
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// 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 = NULL;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
#endif
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
}
static void main_loop(void* arg)
{
ImGuiIO& io = ImGui::GetIO();
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 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.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
SDL_GL_MakeCurrent(g_Window, g_GLContext);
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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());
SDL_GL_SwapWindow(g_Window);
}

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@ -1,64 +0,0 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
<title>Dear ImGui Emscripten example</title>
<style>
body { margin: 0; background-color: black }
.emscripten {
position: absolute;
top: 0px;
left: 0px;
margin: 0px;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
display: block;
image-rendering: optimizeSpeed;
image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: optimize-contrast;
image-rendering: crisp-edges;
image-rendering: pixelated;
-ms-interpolation-mode: nearest-neighbor;
}
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
print: (function() {
return function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
};
})(),
printErr: function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
console.log("status: " + text);
},
monitorRunDependencies: function(left) {
// no run dependencies to log
}
};
window.onerror = function() {
console.log("onerror: " + event);
};
</script>
{{{ SCRIPT }}}
</body>
</html>

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@ -1,88 +0,0 @@
#
# Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions.
#
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make` will produce three files:
# - web/index.html (current stored in the repository)
# - web/index.js
# - web/index.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.js
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CPPFLAGS =
LDFLAGS =
EMS =
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS)
#LDFLAGS += --shell-file shell_minimal.html
LDFLAGS += $(EMS)
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre

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@ -1,24 +0,0 @@
## How to Build
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make` while in the `example_emscripten_wgpu/` directory.
- Requires recent Emscripten as WGPU is still a work-in-progress API.
## How to Run
To run on a local machine:
- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
- Otherwise, generally you will need a local webserver:
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and cant load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers youll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).

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@ -1,245 +0,0 @@
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_wgpu.h"
#include <stdio.h>
#include <emscripten.h>
#include <emscripten/html5.h>
#include <emscripten/html5_webgpu.h>
#include <GLFW/glfw3.h>
#include <webgpu/webgpu.h>
#include <webgpu/webgpu_cpp.h>
// Global WebGPU required states
static WGPUDevice wgpu_device = NULL;
static WGPUSurface wgpu_surface = NULL;
static WGPUSwapChain wgpu_swap_chain = NULL;
static int wgpu_swap_chain_width = 0;
static int wgpu_swap_chain_height = 0;
// States tracked across render frames
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Forward declarations
static bool init_wgpu();
static void main_loop(void* window);
static void print_glfw_error(int error, const char* description);
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
int main(int, char**)
{
glfwSetErrorCallback(print_glfw_error);
if (!glfwInit())
return 1;
// Make sure GLFW does not initialize any graphics context.
// This needs to be done explicitly later
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
if (!window)
{
glfwTerminate();
return 1;
}
// Initialize the WebGPU environment
if (!init_wgpu())
{
if (window)
glfwDestroyWindow(window);
glfwTerminate();
return 1;
}
glfwShowWindow(window);
// 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
// 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 = NULL;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true);
ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
// 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
#endif
// This function will directly return and exit the main function.
// Make sure that no required objects get cleaned up.
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
emscripten_set_main_loop_arg(main_loop, window, 0, false);
return 0;
}
static bool init_wgpu()
{
wgpu_device = emscripten_webgpu_get_device();
if (!wgpu_device)
return false;
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
// Use C++ wrapper due to misbehavior in Emscripten.
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
// seem to be inline with struct alignments in the C++ structure
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
html_surface_desc.selector = "#canvas";
wgpu::SurfaceDescriptor surface_desc = {};
surface_desc.nextInChain = &html_surface_desc;
// Use 'null' instance
wgpu::Instance instance = {};
wgpu_surface = instance.CreateSurface(&surface_desc).Release();
return true;
}
static void main_loop(void* window)
{
glfwPollEvents();
int width, height;
glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
// React to changes in screen size
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
{
ImGui_ImplWGPU_InvalidateDeviceObjects();
if (wgpu_swap_chain)
wgpuSwapChainRelease(wgpu_swap_chain);
wgpu_swap_chain_width = width;
wgpu_swap_chain_height = height;
WGPUSwapChainDescriptor swap_chain_desc = {};
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
swap_chain_desc.width = width;
swap_chain_desc.height = height;
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
ImGui_ImplWGPU_CreateDeviceObjects();
}
// Start the Dear ImGui frame
ImGui_ImplWGPU_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
WGPURenderPassColorAttachment color_attachments = {};
color_attachments.loadOp = WGPULoadOp_Clear;
color_attachments.storeOp = WGPUStoreOp_Store;
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
WGPURenderPassDescriptor render_pass_desc = {};
render_pass_desc.colorAttachmentCount = 1;
render_pass_desc.colorAttachments = &color_attachments;
render_pass_desc.depthStencilAttachment = NULL;
WGPUCommandEncoderDescriptor enc_desc = {};
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
wgpuRenderPassEncoderEnd(pass);
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
wgpuQueueSubmit(queue, 1, &cmd_buffer);
}
static void print_glfw_error(int error, const char* description)
{
printf("Glfw Error %d: %s\n", error, description);
}
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
{
const char* error_type_lbl = "";
switch (error_type)
{
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
default: error_type_lbl = "Unknown";
}
printf("%s error: %s\n", error_type_lbl, message);
}

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@ -1,46 +0,0 @@
#
# You will need GLFW (http://www.glfw.org):
# brew install glfw
#
#CXX = g++
#CXX = clang++
EXE = example_glfw_metal
IMGUI_DIR = ../..
SOURCES = main.mm
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += -L/usr/local/lib -L/opt/homebrew/lib
LIBS += -lglfw
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
all: $(EXE)
@echo Build complete
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

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@ -1,189 +0,0 @@
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_metal.h"
#include <stdio.h>
#define GLFW_INCLUDE_NONE
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#import <Metal/Metal.h>
#import <QuartzCore/QuartzCore.h>
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// 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
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Create window with graphics context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
if (window == NULL)
return 1;
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true);
ImGui_ImplMetal_Init(device);
NSWindow *nswin = glfwGetCocoaWindow(window);
CAMetalLayer *layer = [CAMetalLayer layer];
layer.device = device;
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
nswin.contentView.layer = layer;
nswin.contentView.wantsLayer = YES;
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
// Our state
bool show_demo_window = true;
bool show_another_window = false;
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
// Main loop
while (!glfwWindowShouldClose(window))
{
@autoreleasepool
{
// 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();
int width, height;
glfwGetFramebufferSize(window, &width, &height);
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
}
// Cleanup
ImGui_ImplMetal_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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@ -1,81 +0,0 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# You will need GLFW (http://www.glfw.org):
# Linux:
# apt-get install libglfw-dev
# Mac OS X:
# brew install glfw
# MSYS2:
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
#
#CXX = g++
#CXX = clang++
EXE = example_glfw_opengl2
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL `pkg-config --static --libs glfw3`
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
#LIBS += -lglfw3
LIBS += -lglfw
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

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@ -1,8 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_glfw_opengl2
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -1,181 +0,0 @@
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</Project>

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@ -1,61 +0,0 @@
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@ -1,181 +0,0 @@
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_glfw_opengl2/ folder**
// See imgui_impl_glfw.cpp for details.
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl2.h"
#include <stdio.h>
#ifdef __APPLE__
#define GL_SILENCE_DEPRECATION
#endif
#include <GLFW/glfw3.h>
// [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
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
if (window == NULL)
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
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
// 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// 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
while (!glfwWindowShouldClose(window))
{
// 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();
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
//GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
//glUseProgram(last_program);
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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@ -1,89 +0,0 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# You will need GLFW (http://www.glfw.org):
# Linux:
# apt-get install libglfw-dev
# Mac OS X:
# brew install glfw
# MSYS2:
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
#
#CXX = g++
#CXX = clang++
EXE = example_glfw_opengl3
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGL
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL ES
##---------------------------------------------------------------------
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
# LINUX_GL_LIBS = -lGLESv2
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
#LIBS += -lglfw3
LIBS += -lglfw
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

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@ -1,8 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_glfw_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -1,182 +0,0 @@
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<Configuration>Release</Configuration>
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<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
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@ -1,195 +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.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
#include <GLFW/glfw3.h> // 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
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
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(__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
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
if (window == NULL)
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
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// 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
while (!glfwWindowShouldClose(window))
{
// 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();
// 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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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@ -1,45 +0,0 @@
# Example usage:
# mkdir build
# cd build
# cmake -g "Visual Studio 14 2015" ..
cmake_minimum_required(VERSION 2.8)
project(imgui_example_glfw_vulkan C CXX)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
set(CMAKE_CXX_STANDARD 11)
set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
# GLFW
set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
option(GLFW_INSTALL "Generate installation target" OFF)
option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
include_directories(${GLFW_DIR}/include)
# Dear ImGui
set(IMGUI_DIR ../../)
include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..)
# Libraries
find_package(Vulkan REQUIRED)
#find_library(VULKAN_LIBRARY
#NAMES vulkan vulkan-1)
#set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
set(LIBRARIES "glfw;Vulkan::Vulkan")
# Use vulkan headers from glfw:
include_directories(${GLFW_DIR}/deps)
file(GLOB sources *.cpp)
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
target_link_libraries(example_glfw_vulkan ${LIBRARIES})
target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64)

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@ -1,14 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_EXE=example_glfw_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -1,13 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
@set OUT_DIR=Release
mkdir %OUT_DIR%
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -1,185 +0,0 @@
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// Dear ImGui: standalone example application for Glfw + Vulkan
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering backend in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_vulkan.h"
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
#define GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <vulkan/vulkan.h>
// [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
//#define IMGUI_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define IMGUI_VULKAN_DEBUG_REPORT
#endif
static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static ImGui_ImplVulkanH_Window g_MainWindowData;
static int g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
if (err == 0)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
abort();
}
#ifdef IMGUI_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT
static void SetupVulkan(const char** extensions, uint32_t extensions_count)
{
VkResult err;
// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.enabledExtensionCount = extensions_count;
create_info.ppEnabledExtensionNames = extensions;
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// Enabling validation layers
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
extensions_ext[extensions_count] = "VK_EXT_debug_report";
create_info.enabledExtensionCount = extensions_count + 1;
create_info.ppEnabledExtensionNames = extensions_ext;
// Create Vulkan Instance
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
free(extensions_ext);
// Get the function pointer (required for any extensions)
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
// Setup the debug report callback
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = NULL;
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err);
#else
// Create Vulkan Instance without any debug feature
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
IM_UNUSED(g_DebugReport);
#endif
}
// Select GPU
{
uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
check_vk_result(err);
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
int use_gpu = 0;
for (int i = 0; i < (int)gpu_count; i++)
{
VkPhysicalDeviceProperties properties;
vkGetPhysicalDeviceProperties(gpus[i], &properties);
if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
{
use_gpu = i;
break;
}
}
g_PhysicalDevice = gpus[use_gpu];
free(gpus);
}
// Select graphics queue family
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
for (uint32_t i = 0; i < count; i++)
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
g_QueueFamily = i;
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
}
// Create Logical Device (with 1 queue)
{
int device_extension_count = 1;
const char* device_extensions[] = { "VK_KHR_swapchain" };
const float queue_priority[] = { 1.0f };
VkDeviceQueueCreateInfo queue_info[1] = {};
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queue_info[0].queueFamilyIndex = g_QueueFamily;
queue_info[0].queueCount = 1;
queue_info[0].pQueuePriorities = queue_priority;
VkDeviceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
create_info.pQueueCreateInfos = queue_info;
create_info.enabledExtensionCount = device_extension_count;
create_info.ppEnabledExtensionNames = device_extensions;
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
check_vk_result(err);
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
}
// Create Descriptor Pool
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
check_vk_result(err);
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
wd->Surface = surface;
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
fprintf(stderr, "Error no WSI support on physical device 0\n");
exit(-1);
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
#ifdef IMGUI_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
#endif
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
}
static void CleanupVulkan()
{
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// Remove the debug report callback
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator);
}
static void CleanupVulkanWindow()
{
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
}
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
VkResult err;
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
return;
}
check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
check_vk_result(err);
err = vkResetFences(g_Device, 1, &fd->Fence);
check_vk_result(err);
}
{
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
check_vk_result(err);
}
{
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = fd->Framebuffer;
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = 1;
info.pClearValues = &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
// Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
// Submit command buffer
vkCmdEndRenderPass(fd->CommandBuffer);
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &image_acquired_semaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &render_complete_semaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
{
if (g_SwapChainRebuild)
return;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &render_complete_semaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
{
g_SwapChainRebuild = true;
return;
}
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup GLFW window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
// Setup Vulkan
if (!glfwVulkanSupported())
{
printf("GLFW: Vulkan Not Supported\n");
return 1;
}
uint32_t extensions_count = 0;
const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
SetupVulkan(extensions, extensions_count);
// Create Window Surface
VkSurfaceKHR surface;
VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
check_vk_result(err);
// Create Framebuffers
int w, h;
glfwGetFramebufferSize(window, &w, &h);
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
SetupVulkanWindow(wd, surface, w, h);
// 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
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
init_info.QueueFamily = g_QueueFamily;
init_info.Queue = g_Queue;
init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool;
init_info.Subpass = 0;
init_info.MinImageCount = g_MinImageCount;
init_info.ImageCount = wd->ImageCount;
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
init_info.Allocator = g_Allocator;
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Upload Fonts
{
// Use any command queue
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
err = vkResetCommandPool(g_Device, command_pool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo begin_info = {};
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(command_buffer, &begin_info);
check_vk_result(err);
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
VkSubmitInfo end_info = {};
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
end_info.commandBufferCount = 1;
end_info.pCommandBuffers = &command_buffer;
err = vkEndCommandBuffer(command_buffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
check_vk_result(err);
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
// 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
while (!glfwWindowShouldClose(window))
{
// 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();
// Resize swap chain?
if (g_SwapChainRebuild)
{
int width, height;
glfwGetFramebufferSize(window, &width, &height);
if (width > 0 && height > 0)
{
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false;
}
}
// Start the Dear ImGui frame
ImGui_ImplVulkan_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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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();
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
FramePresent(wd);
}
// Cleanup
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
CleanupVulkanWindow();
CleanupVulkan();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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