diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index f3b758b6a2ac..bd0c4a5605b7 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -26,9 +26,9 @@ jobs: - name: Install Dependencies shell: powershell run: | - Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip" - Expand-Archive -Path SDL2-devel-2.0.10-VC.zip - echo "SDL2_DIR=$(pwd)\SDL2-devel-2.0.10-VC\SDL2-2.0.10\" >>${env:GITHUB_ENV} + Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip" + Expand-Archive -Path SDL2-devel-2.26.3-VC.zip + echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV} Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip Expand-Archive -Path vulkan-sdk-1.1.121.2.zip @@ -123,23 +123,23 @@ jobs: run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build Win32 example_sdl_vulkan + - name: Build Win32 example_sdl2_vulkan shell: cmd - run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build Win32 example_sdl_opengl2 + - name: Build Win32 example_sdl2_opengl2 shell: cmd - run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build Win32 example_sdl_opengl3 + - name: Build Win32 example_sdl2_opengl3 shell: cmd - run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' - - name: Build Win32 example_sdl_directx11 + - name: Build Win32 example_sdl2_directx11 shell: cmd - run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' if: github.event_name == 'workflow_run' - name: Build Win32 example_win32_directx9 @@ -168,24 +168,24 @@ jobs: shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' - - name: Build x64 example_sdl_vulkan + - name: Build x64 example_sdl2_vulkan shell: cmd - run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_sdl_opengl2 + - name: Build x64 example_sdl2_opengl2 shell: cmd - run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_sdl_opengl3 + - name: Build x64 example_sdl2_opengl3 shell: cmd - run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' if: github.event_name == 'workflow_run' - - name: Build x64 example_sdl_directx11 + - name: Build x64 example_sdl2_directx11 shell: cmd - run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' - name: Build x64 example_win32_directx9 shell: cmd @@ -389,12 +389,12 @@ jobs: run: make -C examples/example_glfw_opengl3 if: github.event_name == 'workflow_run' - - name: Build example_sdl_opengl2 - run: make -C examples/example_sdl_opengl2 + - name: Build example_sdl2_opengl2 + run: make -C examples/example_sdl2_opengl2 if: github.event_name == 'workflow_run' - - name: Build example_sdl_opengl3 - run: make -C examples/example_sdl_opengl3 + - name: Build example_sdl2_opengl3 + run: make -C examples/example_sdl2_opengl3 - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp @@ -443,15 +443,15 @@ jobs: - name: Build example_glfw_metal run: make -C examples/example_glfw_metal - - name: Build example_sdl_metal - run: make -C examples/example_sdl_metal + - name: Build example_sdl2_metal + run: make -C examples/example_sdl2_metal - - name: Build example_sdl_opengl2 - run: make -C examples/example_sdl_opengl2 + - name: Build example_sdl2_opengl2 + run: make -C examples/example_sdl2_opengl2 if: github.event_name == 'workflow_run' - - name: Build example_sdl_opengl3 - run: make -C examples/example_sdl_opengl3 + - name: Build example_sdl2_opengl3 + run: make -C examples/example_sdl2_opengl3 - name: Build example_apple_metal run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos @@ -482,12 +482,12 @@ jobs: emsdk-master/emsdk install latest emsdk-master/emsdk activate latest - - name: Build example_sdl_opengl3 with Emscripten + - name: Build example_sdl2_opengl3 with Emscripten run: | pushd emsdk-master source ./emsdk_env.sh popd - make -C examples/example_sdl_opengl3 -f Makefile.emscripten + make -C examples/example_sdl2_opengl3 -f Makefile.emscripten - name: Build example_emscripten_wgpu run: | diff --git a/.gitignore b/.gitignore index 3fd051e47203..dc716466107b 100644 --- a/.gitignore +++ b/.gitignore @@ -41,7 +41,7 @@ examples/*.o.tmp examples/*.out.js examples/*.out.wasm examples/example_glfw_opengl3/web/* -examples/example_sdl_opengl3/web/* +examples/example_sdl2_opengl3/web/* examples/example_emscripten_wgpu/web/* ## JetBrains IDE artifacts @@ -54,7 +54,7 @@ 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_metal/example_sdl_metal -examples/example_sdl_opengl2/example_sdl_opengl2 -examples/example_sdl_opengl3/example_sdl_opengl3 -examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer +examples/example_sdl2_metal/example_sdl2_metal +examples/example_sdl2_opengl2/example_sdl2_opengl2 +examples/example_sdl2_opengl3/example_sdl2_opengl3 +examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 4fee6e8cbfd3..d6dfe397a1ad 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -3,8 +3,8 @@ // 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. +// [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. diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h index 94957d43894b..c2c0f93636ab 100644 --- a/backends/imgui_impl_dx10.h +++ b/backends/imgui_impl_dx10.h @@ -3,10 +3,10 @@ // 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. +// [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. +// 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 diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index f0c7f8979576..5117b7fbb6dc 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -3,8 +3,8 @@ // 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. +// [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. diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h index 8e2aa685c5d3..cee486f56bb8 100644 --- a/backends/imgui_impl_dx11.h +++ b/backends/imgui_impl_dx11.h @@ -3,10 +3,10 @@ // 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. +// [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. +// 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 diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 40d49ac98f2f..ba186623b2f7 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -3,9 +3,9 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' 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'. // FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. -// [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'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h index 63a3c1a8b5de..a4d02aa8e5a2 100644 --- a/backends/imgui_impl_dx12.h +++ b/backends/imgui_impl_dx12.h @@ -3,8 +3,8 @@ // 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. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // 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. diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index b5f0ab3f58b9..c846b3330b61 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -3,8 +3,8 @@ // 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. +// [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. diff --git a/backends/imgui_impl_dx9.h b/backends/imgui_impl_dx9.h index 2d75662de0e8..3e7c1736787d 100644 --- a/backends/imgui_impl_dx9.h +++ b/backends/imgui_impl_dx9.h @@ -3,10 +3,10 @@ // 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. +// [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. +// 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 diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 28047d2e1699..0f6829fe5d85 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -1,7 +1,7 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. @@ -600,7 +600,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw ImGui_ImplGlfw_UpdateMonitors(); glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - // Our mouse update function expect PlatformHandle to be filled for the main viewport + // Set platform dependent data in viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); main_viewport->PlatformHandle = (void*)bd->Window; #ifdef _WIN32 diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h index 4f7c7f8f0d20..a281f6a2af1f 100644 --- a/backends/imgui_impl_metal.h +++ b/backends/imgui_impl_metal.h @@ -6,7 +6,7 @@ // [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. +// 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 diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 5e107110b243..4762858afc86 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -5,8 +5,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // [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. diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h index e00a88c8a0a8..ea0b851610e7 100644 --- a/backends/imgui_impl_opengl3.h +++ b/backends/imgui_impl_opengl3.h @@ -5,8 +5,8 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). // [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. diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl2.cpp similarity index 99% rename from backends/imgui_impl_sdl.cpp rename to backends/imgui_impl_sdl2.cpp index 794a59775703..284f8c4c9131 100644 --- a/backends/imgui_impl_sdl.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -21,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. // 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). // 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) // 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) @@ -71,7 +72,7 @@ // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "imgui.h" -#include "imgui_impl_sdl.h" +#include "imgui_impl_sdl2.h" // SDL // (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) @@ -390,7 +391,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void // Setup backend capabilities flags ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_sdl"; + io.BackendPlatformName = "imgui_impl_sdl2"; 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) diff --git a/backends/imgui_impl_sdl.h b/backends/imgui_impl_sdl2.h similarity index 100% rename from backends/imgui_impl_sdl.h rename to backends/imgui_impl_sdl2.h diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp new file mode 100644 index 000000000000..6e8abee8c313 --- /dev/null +++ b/backends/imgui_impl_sdl3.cpp @@ -0,0 +1,542 @@ +// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE) + +// 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'. + +// 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) +// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog. + +#include "imgui.h" +#include "imgui_impl_sdl3.h" + +// SDL +#include +#include +#if defined(__APPLE__) +#include +#endif + +#if !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 + +// SDL Data +struct ImGui_ImplSDL3_Data +{ + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* LastMouseCursor; + int PendingMouseLeaveFrame; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + + ImGui_ImplSDL3_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_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Functions +static const char* ImGui_ImplSDL3_GetClipboardText(void*) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +static ImGuiKey ImGui_ImplSDL3_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_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_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_ImplSDL3_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + switch (event->type) + { + case SDL_EVENT_MOUSE_MOTION: + { + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_EVENT_MOUSE_WHEEL: + { + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); + float wheel_x = -event->wheel.x; + float wheel_y = event->wheel.y; + #ifdef __EMSCRIPTEN__ + wheel_x /= 100.0f; + #endif + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_EVENT_MOUSE_BUTTON_DOWN: + case SDL_EVENT_MOUSE_BUTTON_UP: + { + 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_EVENT_MOUSE_BUTTON_DOWN)); + bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_EVENT_TEXT_INPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_EVENT_KEY_DOWN: + case SDL_EVENT_KEY_UP: + { + ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL3_KeycodeToImGuiKey(event->key.keysym.sym); + io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); + 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_EVENT_WINDOW_MOUSE_ENTER: + { + bd->MouseWindowID = event->window.windowID; + bd->PendingMouseLeaveFrame = 0; + return true; + } + // - 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. + // FIXME: Unconfirmed whether this is still needed with SDL3. + case SDL_EVENT_WINDOW_MOUSE_LEAVE: + { + bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + return true; + } + case SDL_EVENT_WINDOW_FOCUS_GAINED: + io.AddFocusEvent(true); + return true; + case SDL_EVENT_WINDOW_FOCUS_LOST: + io.AddFocusEvent(false); + return true; + } + return false; +} + +static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "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_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl3"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->Window = window; + bd->Renderer = renderer; + bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; + io.ClipboardUserData = nullptr; + + // 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->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + main_viewport->PlatformHandleRaw = (void*)info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } + + // From 2.0.5: 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) +#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) +#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); +#endif + + return true; +} + +bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + IM_UNUSED(sdl_gl_context); // Viewport branch will need this. + return ImGui_ImplSDL3_Init(window, nullptr); +} + +bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr); +} + +bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL3_Init(window, nullptr); +} + +bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr); +} + +bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL3_Init(window, renderer); +} + +void ImGui_ImplSDL3_Shutdown() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_DestroyCursor(bd->MouseCursors[cursor_n]); + bd->LastMouseCursor = NULL; + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + IM_DELETE(bd); +} + +static void ImGui_ImplSDL3_UpdateMouseData() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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 = (bd->Window == focused_window); +#else + 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) + SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, 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) + float mouse_x_global, mouse_y_global; + int window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y); + } + } +} + +static void ImGui_ImplSDL3_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_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_HideCursor(); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->LastMouseCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->LastMouseCursor = expected_cursor; + } + SDL_ShowCursor(); + } +} + +static void ImGui_ImplSDL3_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_Gamepad* gamepad = SDL_OpenGamepad(0); + if (!gamepad) + 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_GetGamepadButton(gamepad, BUTTON_NO) != 0); } + #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, 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_GAMEPAD_BUTTON_START); + MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_X); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_B); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_Y); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_A); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); + MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); + MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); + MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +void ImGui_ImplSDL3_NewFrame() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL3_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; + SDL_GetWindowSizeInPixels(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_ImplSDL3_UpdateMouseData(); + ImGui_ImplSDL3_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL3_UpdateGamepads(); +} diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h new file mode 100644 index 000000000000..f76ca948cd53 --- /dev/null +++ b/backends/imgui_impl_sdl3.h @@ -0,0 +1,31 @@ +// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE) + +// 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'. + +// 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_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index e66eab19c772..b026e9872802 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -2,9 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: +// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [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'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index a397e0a82981..044437ad4ff7 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -2,9 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: +// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [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. diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md index 6a7fa720c6c7..ef31bb028eb3 100644 --- a/docs/BACKENDS.md +++ b/docs/BACKENDS.md @@ -6,7 +6,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE 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, and windowing.
- 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. + 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_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc. - The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
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. @@ -62,7 +62,8 @@ 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_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org + imgui_impl_sdl3.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL*) imgui_impl_win32.cpp ; Win32 native API (Windows) imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) @@ -83,8 +84,8 @@ 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. +Emscripten is also supported! +The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten. ### Backends for third-party frameworks, graphics API or other languages @@ -97,7 +98,7 @@ If you are not sure which backend to use, the recommended platform/frameworks fo |Library |Website |Backend |Note | |--------|--------|--------|-----| | GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | -| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | | +| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.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 | diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index eb25f8ca6abc..ab80d25234c0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -102,6 +102,14 @@ Other changes: VERSION 1.89.3 (In Progress) ----------------------------------------------------------------------- +Breaking Changes: + +- Backends+Examples: SDL2: renamed all unnumbered references to "sdl" to "sdl2". + This is in prevision for the future release of SDL3 (#6146) + - imgui_impl_sdl.cpp -> imgui_impl_sdl2.cpp + - imgui_impl_sdl.h -> imgui_impl_sdl2.h + - example_sdl_xxxx/ -> example_sdl2_xxxx/ (folders and projects) + All changes: - Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent @@ -150,13 +158,17 @@ All changes: hasPreciseScrollingDeltas==false (e.g. non-Apple mices). - Backends: Win32: flipping WM_MOUSEHWHEEL value to match other backends and offer consistent horizontal scrolling direction. (#4019) -- Backends: SDL: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and +- Backends: SDL2: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019) -- Backends: SDL: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081) -- Backends: SDL: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data +- Backends: SDL2: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081) +- Backends: SDL2: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling as reported by SDL. (#4019, #6096) -- Backends: SDL: Avoid calling SDL_SetCursor() when cursor has not changed, as the function +- Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113) +- Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut] + SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before + release. This backend is provided as a convenience for early adopters etc. We don't recommend + switching to SDL3 before it is released. - Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity] - Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend @@ -164,13 +176,14 @@ All changes: the 'window' parameter. (#6142) - Backends: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation). (#6117, #4116, #3632) [@tonygrue, @bfierz] -- Examples: refactored SDL+GL and GLFW+GL examples to compile with Emscripten. +- Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten. (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble] The dedicated example_emscripten_opengl3/ has been removed. +- Examples: Added SDL3+GL experimental example. (#6146) - Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx] -- Examples: SDL+SDL_Renderer: Added call to SDL_RenderSetScale() to display is correct on a +- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to display is correct on a Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931). Docking+Viewports Branch: diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md index 48203341e14d..92f468465d16 100644 --- a/docs/EXAMPLES.md +++ b/docs/EXAMPLES.md @@ -107,7 +107,7 @@ OSX + OpenGL2 example.
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/)
Emcripten + GLFW + WebGPU example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp -Note that the 'example_glfw_opengl3' and 'example_sdl_opengl3' examples also supports Emscripten! +Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten! [example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/)
GLFW (Mac) + Metal example.
@@ -146,40 +146,40 @@ Null example, compile and link imgui, create context, run headless with no input 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/)
+[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/)
SDL2 + DirectX11 example, Windows only.
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
-This to demonstrate usage of DirectX with SDL. += main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp
+This to demonstrate usage of DirectX with SDL2. -[example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/)
-SDL2 (Mac) + Metal example.
-= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm +[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/)
+SDL2 + Metal example, Mac only.
+= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm -[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/)
+[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/)
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)**
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 GL calls, using this renderer is likely to make things more complicated, will require your code to reset many GL 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/)
+[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/)
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp
This uses more modern GL calls and custom shaders.
This support building with Emscripten and targetting WebGL.
Prefer using that if you are using modern GL or WebGL in your application. -[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/)
+[example_sdl2_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer/)
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath)
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp
This requires SDL 2.0.18+ (released November 2021)
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/)
+[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/)
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp
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. diff --git a/examples/example_apple_metal/README.md b/examples/example_apple_metal/README.md index c13df2f1c05e..48a2b5702948 100644 --- a/examples/example_apple_metal/README.md +++ b/examples/example_apple_metal/README.md @@ -4,7 +4,7 @@ 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. +Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one. diff --git a/examples/example_sdl_directx11/build_win32.bat b/examples/example_sdl2_directx11/build_win32.bat similarity index 78% rename from examples/example_sdl_directx11/build_win32.bat rename to examples/example_sdl2_directx11/build_win32.bat index b93082704e4f..54f30fc96901 100644 --- a/examples/example_sdl_directx11/build_win32.bat +++ b/examples/example_sdl2_directx11/build_win32.bat @@ -1,8 +1,8 @@ @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_sdl_directx11 +@set OUT_EXE=example_sdl2_directx11 @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib mkdir %OUT_DIR% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj b/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj similarity index 97% rename from examples/example_sdl_directx11/example_sdl_directx11.vcxproj rename to examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj index ac636d2f3398..27da48358ccc 100644 --- a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj +++ b/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj @@ -20,9 +20,9 @@ {9E1987E3-1F19-45CA-B9C9-D31E791836D8} - example_sdl_directx11 + example_sdl2_directx11 8.1 - example_sdl_directx11 + example_sdl2_directx11 @@ -161,16 +161,16 @@ + - + - @@ -179,4 +179,4 @@ - \ No newline at end of file + diff --git a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters b/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters similarity index 93% rename from examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters rename to examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters index b9e2b1e95bd6..3476d8435c4d 100644 --- a/examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters +++ b/examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj.filters @@ -18,10 +18,10 @@ imgui - + sources - + sources @@ -44,10 +44,10 @@ imgui - + sources - + sources @@ -57,4 +57,4 @@ imgui - \ No newline at end of file + diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl2_directx11/main.cpp similarity index 99% rename from examples/example_sdl_directx11/main.cpp rename to examples/example_sdl2_directx11/main.cpp index 79701b1e040a..8b64b83592fc 100644 --- a/examples/example_sdl_directx11/main.cpp +++ b/examples/example_sdl2_directx11/main.cpp @@ -4,7 +4,7 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "imgui.h" -#include "imgui_impl_sdl.h" +#include "imgui_impl_sdl2.h" #include "imgui_impl_dx11.h" #include #include diff --git a/examples/example_sdl_metal/Makefile b/examples/example_sdl2_metal/Makefile similarity index 90% rename from examples/example_sdl_metal/Makefile rename to examples/example_sdl2_metal/Makefile index 2167a98fac31..53c5f75db376 100644 --- a/examples/example_sdl_metal/Makefile +++ b/examples/example_sdl2_metal/Makefile @@ -6,11 +6,11 @@ #CXX = g++ #CXX = clang++ -EXE = example_sdl_metal +EXE = example_sdl2_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_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.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 diff --git a/examples/example_sdl_metal/main.mm b/examples/example_sdl2_metal/main.mm similarity index 99% rename from examples/example_sdl_metal/main.mm rename to examples/example_sdl2_metal/main.mm index d30bf2f73648..aff69520fc3a 100644 --- a/examples/example_sdl_metal/main.mm +++ b/examples/example_sdl2_metal/main.mm @@ -4,7 +4,7 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "imgui.h" -#include "imgui_impl_sdl.h" +#include "imgui_impl_sdl2.h" #include "imgui_impl_metal.h" #include #include diff --git a/examples/example_sdl_opengl2/Makefile b/examples/example_sdl2_opengl2/Makefile similarity index 94% rename from examples/example_sdl_opengl2/Makefile rename to examples/example_sdl2_opengl2/Makefile index 24790f188fb4..a85ced0232ae 100644 --- a/examples/example_sdl_opengl2/Makefile +++ b/examples/example_sdl2_opengl2/Makefile @@ -14,11 +14,11 @@ #CXX = g++ #CXX = clang++ -EXE = example_sdl_opengl2 +EXE = example_sdl2_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_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) diff --git a/examples/example_sdl2_opengl2/README.md b/examples/example_sdl2_opengl2/README.md new file mode 100644 index 000000000000..40a49e691bb0 --- /dev/null +++ b/examples/example_sdl2_opengl2/README.md @@ -0,0 +1,29 @@ + +# How to Build + +- On Windows with Visual Studio's IDE + +Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. + +- On Windows with Visual Studio's CLI + +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl +``` diff --git a/examples/example_sdl_opengl2/build_win32.bat b/examples/example_sdl2_opengl2/build_win32.bat similarity index 73% rename from examples/example_sdl_opengl2/build_win32.bat rename to examples/example_sdl2_opengl2/build_win32.bat index 47529e289dd3..287a418b7c7a 100644 --- a/examples/example_sdl_opengl2/build_win32.bat +++ b/examples/example_sdl2_opengl2/build_win32.bat @@ -1,8 +1,8 @@ @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_sdl_opengl2 +@set OUT_EXE=example_sdl2_opengl2 @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib mkdir %OUT_DIR% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj b/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj similarity index 98% rename from examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj rename to examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj index d22a67baed71..a55151131731 100644 --- a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj +++ b/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj @@ -20,7 +20,7 @@ {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741} - example_sdl_opengl2 + example_sdl2_opengl2 8.1 @@ -160,16 +160,16 @@ + - + - @@ -178,4 +178,4 @@ - \ No newline at end of file + diff --git a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters b/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters similarity index 93% rename from examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters rename to examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters index 430ad73f16c3..0419ea0d5959 100644 --- a/examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj.filters +++ b/examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj.filters @@ -28,7 +28,7 @@ imgui - + sources @@ -48,7 +48,7 @@ sources - + sources @@ -58,4 +58,4 @@ imgui - \ No newline at end of file + diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl2_opengl2/main.cpp similarity index 98% rename from examples/example_sdl_opengl2/main.cpp rename to examples/example_sdl2_opengl2/main.cpp index f0cfb7b73a70..af43ed1b739c 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl2_opengl2/main.cpp @@ -4,11 +4,11 @@ // 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_sdl_opengl3/ folder** -// See imgui_impl_sdl.cpp for details. +// **Prefer using the code in the example_sdl2_opengl3/ folder** +// See imgui_impl_sdl2.cpp for details. #include "imgui.h" -#include "imgui_impl_sdl.h" +#include "imgui_impl_sdl2.h" #include "imgui_impl_opengl2.h" #include #include diff --git a/examples/example_sdl_opengl3/Makefile b/examples/example_sdl2_opengl3/Makefile similarity index 95% rename from examples/example_sdl_opengl3/Makefile rename to examples/example_sdl2_opengl3/Makefile index ae22ce20feee..5b4f9419c08c 100644 --- a/examples/example_sdl_opengl3/Makefile +++ b/examples/example_sdl2_opengl3/Makefile @@ -14,11 +14,11 @@ #CXX = g++ #CXX = clang++ -EXE = example_sdl_opengl3 +EXE = example_sdl2_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_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) LINUX_GL_LIBS = -lGL diff --git a/examples/example_sdl_opengl3/Makefile.emscripten b/examples/example_sdl2_opengl3/Makefile.emscripten similarity index 96% rename from examples/example_sdl_opengl3/Makefile.emscripten rename to examples/example_sdl2_opengl3/Makefile.emscripten index 778f1265c089..da0348435d03 100644 --- a/examples/example_sdl_opengl3/Makefile.emscripten +++ b/examples/example_sdl2_opengl3/Makefile.emscripten @@ -20,7 +20,7 @@ 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 +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) CPPFLAGS = diff --git a/examples/example_sdl_opengl3/README.md b/examples/example_sdl2_opengl3/README.md similarity index 81% rename from examples/example_sdl_opengl3/README.md rename to examples/example_sdl2_opengl3/README.md index ccd5808887f4..9ecb9e90a324 100644 --- a/examples/example_sdl_opengl3/README.md +++ b/examples/example_sdl2_opengl3/README.md @@ -10,10 +10,10 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i Use build_win32.bat or directly: ``` set SDL2_DIR=path_to_your_sdl2_folder -cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console -# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries # or for 64-bit: -cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console ``` ## Linux and similar Unixes @@ -21,7 +21,7 @@ cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_ Use our Makefile or directly: ``` c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends - main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -ldl ``` @@ -31,7 +31,7 @@ Use our Makefile or directly: ``` brew install sdl2 c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends - main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -framework CoreFoundation ``` diff --git a/examples/example_sdl_opengl3/build_win32.bat b/examples/example_sdl2_opengl3/build_win32.bat similarity index 73% rename from examples/example_sdl_opengl3/build_win32.bat rename to examples/example_sdl2_opengl3/build_win32.bat index 20851bff6f1f..abbf3c78b2e6 100644 --- a/examples/example_sdl_opengl3/build_win32.bat +++ b/examples/example_sdl2_opengl3/build_win32.bat @@ -1,8 +1,8 @@ @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_sdl_opengl3 +@set OUT_EXE=example_sdl2_opengl3 @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib mkdir %OUT_DIR% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj b/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj similarity index 98% rename from examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj rename to examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj index ace041df26b7..d45705ea1119 100644 --- a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj +++ b/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj @@ -20,7 +20,7 @@ {BBAEB705-1669-40F3-8567-04CF6A991F4C} - example_sdl_opengl3 + example_sdl2_opengl3 8.1 @@ -160,17 +160,17 @@ + - + - diff --git a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters b/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters similarity index 93% rename from examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters rename to examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters index 4ba79ff001b8..fbc39b1e7f7f 100644 --- a/examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj.filters +++ b/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters @@ -22,10 +22,10 @@ sources - + sources - + sources @@ -45,13 +45,13 @@ imgui - + sources - + sources - + sources @@ -61,4 +61,4 @@ imgui - \ No newline at end of file + diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl2_opengl3/main.cpp similarity index 99% rename from examples/example_sdl_opengl3/main.cpp rename to examples/example_sdl2_opengl3/main.cpp index 2e77439d26ae..7b3977c5b3f9 100644 --- a/examples/example_sdl_opengl3/main.cpp +++ b/examples/example_sdl2_opengl3/main.cpp @@ -4,7 +4,7 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs #include "imgui.h" -#include "imgui_impl_sdl.h" +#include "imgui_impl_sdl2.h" #include "imgui_impl_opengl3.h" #include #include diff --git a/examples/example_sdl_sdlrenderer/Makefile b/examples/example_sdl2_sdlrenderer/Makefile similarity index 93% rename from examples/example_sdl_sdlrenderer/Makefile rename to examples/example_sdl2_sdlrenderer/Makefile index aa3b2d2e797f..0050f0e17bef 100644 --- a/examples/example_sdl_sdlrenderer/Makefile +++ b/examples/example_sdl2_sdlrenderer/Makefile @@ -14,11 +14,11 @@ #CXX = g++ #CXX = clang++ -EXE = example_sdl_sdlrenderer +EXE = example_sdl2_sdlrenderer 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_sdlrenderer.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer.cpp OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) diff --git a/examples/example_sdl2_sdlrenderer/README.md b/examples/example_sdl2_sdlrenderer/README.md new file mode 100644 index 000000000000..4fa37433c763 --- /dev/null +++ b/examples/example_sdl2_sdlrenderer/README.md @@ -0,0 +1,25 @@ + +# How to Build + +- On Windows with Visual Studio's CLI + +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl +``` diff --git a/examples/example_sdl_sdlrenderer/build_win32.bat b/examples/example_sdl2_sdlrenderer/build_win32.bat similarity index 71% rename from examples/example_sdl_sdlrenderer/build_win32.bat rename to examples/example_sdl2_sdlrenderer/build_win32.bat index 6c1b5fde054c..1bae121bbd4b 100644 --- a/examples/example_sdl_sdlrenderer/build_win32.bat +++ b/examples/example_sdl2_sdlrenderer/build_win32.bat @@ -1,8 +1,8 @@ @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_sdl_sdlrenderer_ +@set OUT_EXE=example_sdl2_sdlrenderer_ @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib mkdir %OUT_DIR% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer.vcxproj b/examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer.vcxproj similarity index 97% rename from examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer.vcxproj rename to examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer.vcxproj index 911d9da2f738..df7e1442f8a0 100644 --- a/examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer.vcxproj +++ b/examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer.vcxproj @@ -20,7 +20,7 @@ {0C0B2BEA-311F-473C-9652-87923EF639E3} - example_sdl_sdlrenderer + example_sdl2_sdlrenderer 8.1 @@ -160,16 +160,16 @@ + - + - @@ -178,4 +178,4 @@ - \ No newline at end of file + diff --git a/examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer.vcxproj.filters b/examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer.vcxproj.filters similarity index 93% rename from examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer.vcxproj.filters rename to examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer.vcxproj.filters index 6bb03815b6d9..6c8f5a1e5d2a 100644 --- a/examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer.vcxproj.filters +++ b/examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer.vcxproj.filters @@ -28,7 +28,7 @@ imgui - + sources @@ -48,7 +48,7 @@ sources - + sources @@ -58,4 +58,4 @@ imgui - \ No newline at end of file + diff --git a/examples/example_sdl_sdlrenderer/main.cpp b/examples/example_sdl2_sdlrenderer/main.cpp similarity index 99% rename from examples/example_sdl_sdlrenderer/main.cpp rename to examples/example_sdl2_sdlrenderer/main.cpp index f4a2890b2843..0812b76d3391 100644 --- a/examples/example_sdl_sdlrenderer/main.cpp +++ b/examples/example_sdl2_sdlrenderer/main.cpp @@ -8,7 +8,7 @@ // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. #include "imgui.h" -#include "imgui_impl_sdl.h" +#include "imgui_impl_sdl2.h" #include "imgui_impl_sdlrenderer.h" #include #include diff --git a/examples/example_sdl_vulkan/build_win32.bat b/examples/example_sdl2_vulkan/build_win32.bat similarity index 77% rename from examples/example_sdl_vulkan/build_win32.bat rename to examples/example_sdl2_vulkan/build_win32.bat index d4a7188411b2..5bc519856356 100644 --- a/examples/example_sdl_vulkan/build_win32.bat +++ b/examples/example_sdl2_vulkan/build_win32.bat @@ -1,8 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_EXE=example_sdl_vulkan +@set OUT_EXE=example_sdl2_vulkan @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib @set OUT_DIR=Debug diff --git a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj b/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj similarity index 98% rename from examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj rename to examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj index fc69ca70ba23..35282cc02363 100644 --- a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj +++ b/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj @@ -20,7 +20,7 @@ {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3} - example_sdl_vulkan + example_sdl2_vulkan 8.1 @@ -164,7 +164,7 @@ - + @@ -172,7 +172,7 @@ - + @@ -182,4 +182,4 @@ - \ No newline at end of file + diff --git a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters b/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters similarity index 93% rename from examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters rename to examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters index f1d404ce621c..d3b1298461ed 100644 --- a/examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj.filters +++ b/examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj.filters @@ -19,7 +19,7 @@ imgui - + sources @@ -45,7 +45,7 @@ imgui - + sources @@ -58,4 +58,4 @@ imgui - \ No newline at end of file + diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl2_vulkan/main.cpp similarity index 99% rename from examples/example_sdl_vulkan/main.cpp rename to examples/example_sdl2_vulkan/main.cpp index 40acb4cbc540..df90fe0aa436 100644 --- a/examples/example_sdl_vulkan/main.cpp +++ b/examples/example_sdl2_vulkan/main.cpp @@ -10,7 +10,7 @@ // Read comments in imgui_impl_vulkan.h. #include "imgui.h" -#include "imgui_impl_sdl.h" +#include "imgui_impl_sdl2.h" #include "imgui_impl_vulkan.h" #include // printf, fprintf #include // abort diff --git a/examples/example_sdl3_opengl3/Makefile b/examples/example_sdl3_opengl3/Makefile new file mode 100644 index 000000000000..3a00a31e70f4 --- /dev/null +++ b/examples/example_sdl3_opengl3/Makefile @@ -0,0 +1,84 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged. + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl3_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_sdl3.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$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## OPENGL ES +##--------------------------------------------------------------------- + +## This assumes a GL ES library available in the system, e.g. libGLESv2.so +# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 +# LINUX_GL_LIBS = -lGLESv2 +## If you're on a Raspberry Pi and want to use the legacy drivers, +## use the following instead: +# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2 + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += $(LINUX_GL_LIBS) -ldl `sdl3-config --libs` + + CXXFLAGS += `sdl3-config --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `sdl3-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3` + + CXXFLAGS += `pkg-config --cflags sdl3` + 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) diff --git a/examples/example_sdl3_opengl3/Makefile.emscripten b/examples/example_sdl3_opengl3/Makefile.emscripten new file mode 100644 index 000000000000..b8c3570f7c69 --- /dev/null +++ b/examples/example_sdl3_opengl3/Makefile.emscripten @@ -0,0 +1,92 @@ +# +# Makefile to use with SDL+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 -f Makefile.emscripten` 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_sdl3.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 ../libs/emscripten/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 -rf $(OBJS) $(WEB_DIR) diff --git a/examples/example_sdl3_opengl3/README.md b/examples/example_sdl3_opengl3/README.md new file mode 100644 index 000000000000..8b137b1667ec --- /dev/null +++ b/examples/example_sdl3_opengl3/README.md @@ -0,0 +1,57 @@ + +# How to Build + +## Windows with Visual Studio's IDE + +Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. + +## Windows with Visual Studio's CLI + +Use build_win32.bat or directly: +``` +set SDL2_DIR=path_to_your_sdl3_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console +``` + +## Linux and similar Unixes + +Use our Makefile or directly: +``` +c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends + main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + `sdl3-config --libs` -lGL -ldl +``` + +## macOS + +Use our Makefile or directly: +``` +brew install sdl3 +c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends + main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp + `sdl3-config --libs` -framework OpenGl -framework CoreFoundation +``` + +## Emscripten + +**Building** + +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 -f Makefile.emscripten` while in the current directory. + +**Running an Emscripten project** + +To run on a local machine: +- `make -f Makefile.emscripten 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):
+_"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 can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll 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/index.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). diff --git a/examples/example_sdl3_opengl3/build_win32.bat b/examples/example_sdl3_opengl3/build_win32.bat new file mode 100644 index 000000000000..ba7d25bccb9a --- /dev/null +++ b/examples/example_sdl3_opengl3/build_win32.bat @@ -0,0 +1,8 @@ +@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_sdl3_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj b/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj new file mode 100644 index 000000000000..60c99645b996 --- /dev/null +++ b/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj @@ -0,0 +1,182 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {84AAA301-84FE-428B-9E3E-817BC8123C0C} + example_sdl3_opengl3 + 8.1 + + + + Application + true + MultiByte + v140 + + + Application + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + Application + false + true + MultiByte + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + + + true + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + + + true + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters b/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters new file mode 100644 index 000000000000..f590e326979d --- /dev/null +++ b/examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj.filters @@ -0,0 +1,64 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + imgui + + + imgui + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + sources + + + + + + imgui + + + diff --git a/examples/example_sdl3_opengl3/main.cpp b/examples/example_sdl3_opengl3/main.cpp new file mode 100644 index 000000000000..613228b00043 --- /dev/null +++ b/examples/example_sdl3_opengl3/main.cpp @@ -0,0 +1,193 @@ +// Dear ImGui: standalone example application for SDL3 + OpenGL +// (SDL 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_sdl3.h" +#include "imgui_impl_opengl3.h" +#include +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#else +#include +#endif + +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + 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); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // 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_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + 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 + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL3_InitForOpenGL(window, gl_context); + 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. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //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 + bool done = false; +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = NULL; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!done) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL3_ProcessEvent(&event); + if (event.type == SDL_EVENT_QUIT) + done = true; + if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL3_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / 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()); + SDL_GL_SwapWindow(window); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL3_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/examples/example_sdl_opengl2/README.md b/examples/example_sdl_opengl2/README.md deleted file mode 100644 index 2bf4d03adf9f..000000000000 --- a/examples/example_sdl_opengl2/README.md +++ /dev/null @@ -1,29 +0,0 @@ - -# How to Build - -- On Windows with Visual Studio's IDE - -Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. - -- On Windows with Visual Studio's CLI - -``` -set SDL2_DIR=path_to_your_sdl2_folder -cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console -# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries -# or for 64-bit: -cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console -``` - -- On Linux and similar Unixes - -``` -c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -``` - -- On Mac OS X - -``` -brew install sdl2 -c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -``` diff --git a/examples/example_sdl_sdlrenderer/README.md b/examples/example_sdl_sdlrenderer/README.md deleted file mode 100644 index 209f15acf05c..000000000000 --- a/examples/example_sdl_sdlrenderer/README.md +++ /dev/null @@ -1,25 +0,0 @@ - -# How to Build - -- On Windows with Visual Studio's CLI - -``` -set SDL2_DIR=path_to_your_sdl2_folder -cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console -# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries -# or for 64-bit: -cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console -``` - -- On Linux and similar Unixes - -``` -c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -``` - -- On Mac OS X - -``` -brew install sdl2 -c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -``` diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln index aec5af3ccb6f..9b442b276f99 100644 --- a/examples/imgui_examples.sln +++ b/examples/imgui_examples.sln @@ -17,15 +17,15 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "exa EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_vulkan", "example_glfw_vulkan\example_glfw_vulkan.vcxproj", "{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_directx11", "example_sdl_directx11\example_sdl_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_directx11", "example_sdl2_directx11\example_sdl2_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_opengl2", "example_sdl_opengl2\example_sdl_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl2", "example_sdl2_opengl2\example_sdl2_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_opengl3", "example_sdl_opengl3\example_sdl_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl3", "example_sdl2_opengl3\example_sdl2_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_sdlrenderer", "example_sdl_sdlrenderer\example_sdl_sdlrenderer.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer", "example_sdl2_sdlrenderer\example_sdl2_sdlrenderer.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}" EndProject -Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_vulkan", "example_sdl_vulkan\example_sdl_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution diff --git a/imgui.cpp b/imgui.cpp index 98de712a8745..f35896594fc1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -388,12 +388,13 @@ CODE You can read releases logs https://github.com/ocornut/imgui/releases for more details. (Docking/Viewport Branch) - - 2022/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - 2023/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - likewise io.MousePos and GetMousePos() will use OS coordinates. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). @@ -1920,7 +1921,7 @@ static const ImU32 GCrc32LookupTable[256] = // Known size hash // It is ok to call ImHashData on a string with known length but the ### operator won't be supported. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; @@ -1936,7 +1937,7 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) // - If we reach ### in the string we discard the hash so far and reset to the seed. // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. -ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) { seed = ~seed; ImU32 crc = seed; @@ -10635,7 +10636,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) const int current_stack_size = g.BeginPopupStack.Size; if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) - if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) return; ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. @@ -19646,8 +19647,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - p += ImFormatString(p, buf_end - p, "%s'%s'", - tab_n > 0 ? ", " : "", (tab->Window || tab->NameOffset != -1) ? TabBarGetTabName(tab_bar, tab) : "???"); + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); } p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } @@ -19669,7 +19669,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", - tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? TabBarGetTabName(tab_bar, tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); PopID(); } TreePop(); diff --git a/imgui_internal.h b/imgui_internal.h index b66c4ece942a..79d2a28ba0fa 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -328,8 +328,8 @@ namespace ImStb //----------------------------------------------------------------------------- // Helpers: Hashing -IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); // Helpers: Sorting #ifndef ImQsort diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index c5a7830a6aa4..605039a0f2c0 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -7800,7 +7800,9 @@ const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { if (tab->Window) return tab->Window->Name; - IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < tab_bar->TabsNames.Buf.Size); + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); return tab_bar->TabsNames.Buf.Data + tab->NameOffset; }