update dear imgui from 1.92.6-docking to 1.92.7-docking

This commit is contained in:
Sven Balzer
2026-04-02 20:22:14 +02:00
parent b549728a24
commit 85d1832a0c
40 changed files with 1823 additions and 1130 deletions
+33 -16
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.92.6
// dear imgui, v1.92.7
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@@ -545,7 +545,7 @@ inline float ImLinearSweep(float current, float target, float speed) { if (cu
inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; }
inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }
inline float ImExponentialMovingAverage(float avg, float sample, int n){ avg -= avg / n; avg += sample / n; return avg; }
inline float ImExponentialMovingAverage(float avg, float sample, int n){ avg -= avg / (float)n; avg += sample / (float)n; return avg; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Helpers: Geometry
@@ -1034,7 +1034,7 @@ enum ImGuiInputTextFlagsPrivate_
{
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_TempInput = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar()
};
@@ -1044,12 +1044,11 @@ enum ImGuiButtonFlagsPrivate_
ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event)
ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item
ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)
ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release). Prior to 2026/03/20 this implied ImGuiButtonFlags_NoHoldingActiveId but they are separate now.
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
//ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead.
ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
//ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press
//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
@@ -1257,7 +1256,8 @@ struct IMGUI_API ImGuiInputTextState
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
bool CursorCenterY; // set when we want scrolling to be centered over the cursor position (while resizing a word-wrapping field)
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
bool Edited; // edited this frame
bool EditedBefore; // edited since activated
bool EditedThisFrame; // edited this frame
bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
ImS8 LastMoveDirectionLR; // ImGuiDir_Left or ImGuiDir_Right. track last movement direction so when cursor cross over a word-wrapping boundaries we can display it on either line depending on last move.s
int ReloadSelectionStart;
@@ -1270,6 +1270,7 @@ struct IMGUI_API ImGuiInputTextState
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
void OnCharPressed(unsigned int c);
float GetPreferredOffsetX() const;
const char* GetText() { return TextA.Data ? TextA.Data : ""; }
// Cursor & Selection
void CursorAnimReset();
@@ -1527,8 +1528,8 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)
#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft // Toggle menu layer. Hold to enable Windowing.
#define ImGuiKey_NavGamepadContextMenu ImGuiKey_GamepadFaceUp // Open context menu (same as Shift+F10)
enum ImGuiInputEventType
{
@@ -2139,7 +2140,7 @@ struct ImGuiViewportP : public ImGuiViewport
float LastAlpha;
bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
short PlatformMonitor;
int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
float BgFgDrawListsLastTimeActive[2]; // Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
@@ -2156,7 +2157,7 @@ struct ImGuiViewportP : public ImGuiViewport
ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset
ImVec2 BuildWorkInsetMax; // "
ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = LastFocusedStampCount = -1; BgFgDrawListsLastTimeActive[0] = BgFgDrawListsLastTimeActive[1] = -1.0f; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
@@ -2376,6 +2377,8 @@ struct ImGuiContextHook
ImGuiContextHook() { memset((void*)this, 0, sizeof(*this)); }
};
typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section);
//-----------------------------------------------------------------------------
// [SECTION] ImGuiContext (main Dear ImGui context)
//-----------------------------------------------------------------------------
@@ -2529,6 +2532,7 @@ struct ImGuiContext
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer)
ImGuiItemFlags NavIdItemFlags;
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID()
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
@@ -2536,6 +2540,8 @@ struct ImGuiContext
ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
ImGuiID NavHighlightActivatedId;
float NavHighlightActivatedTimer;
ImGuiID NavOpenContextMenuItemId;
ImGuiID NavOpenContextMenuWindowId;
ImGuiID NavNextActivateId; // Set by ActivateItemByID(), queued until next frame.
ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Gamepad
@@ -2665,6 +2671,7 @@ struct ImGuiContext
ImGuiInputTextDeactivatedState InputTextDeactivatedState;
ImFontBaked InputTextPasswordFontBackupBaked;
ImFontFlags InputTextPasswordFontBackupFlags;
ImGuiID InputTextReactivateId; // ID of InputText to reactivate on next frame (for io.ConfigInputTextEnterKeepActive behavior)
ImGuiID TempInputId; // Temporary text input when using Ctrl+Click on a slider, etc.
ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types
int BeginMenuDepth;
@@ -2712,8 +2719,11 @@ struct ImGuiContext
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
ImChunkStream<ImGuiTableSettings> SettingsTables; // ImGuiTable .ini settings entries
// Hooks
ImVector<ImGuiContextHook> Hooks; // Hooks for extensions (e.g. test engine)
ImGuiID HookIdNext; // Next available HookId
ImGuiDemoMarkerCallback DemoMarkerCallback;
// Localization
const char* LocalizationTable[ImGuiLocKey_COUNT];
@@ -3269,8 +3279,9 @@ struct IMGUI_API ImGuiTable
ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.
ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame.
ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
ImGuiTableColumnIdx LastHeldHeaderColumn; // Index of column header being held from previous frame.
ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
ImGuiTableColumnIdx ReorderColumnDstOrder; // Requested display order of column being reordered.
ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
@@ -3562,6 +3573,8 @@ namespace ImGui
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
IMGUI_API ImGuiMouseButton GetMouseButtonFromPopupFlags(ImGuiPopupFlags flags);
IMGUI_API bool IsPopupOpenRequestForItem(ImGuiPopupFlags flags, ImGuiID id);
IMGUI_API bool IsPopupOpenRequestForWindow(ImGuiPopupFlags flags);
// Tooltips
IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
@@ -3841,6 +3854,7 @@ namespace ImGui
IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);
IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table);
IMGUI_API void TableSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order);
IMGUI_API void TableQueueSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order);
IMGUI_API void TableRemove(ImGuiTable* table);
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table);
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table);
@@ -3933,6 +3947,7 @@ namespace ImGui
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);
IMGUI_API void ExtendHitBoxWhenNearViewportEdge(ImGuiWindow* window, ImRect* bb, float threshold, ImGuiAxis axis);
// Widgets low-level behaviors
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
@@ -3945,15 +3960,14 @@ namespace ImGui
IMGUI_API void TreeNodeDrawLineToChildNode(const ImVec2& target_pos);
IMGUI_API void TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data);
IMGUI_API void TreePushOverrideID(ImGuiID id);
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id);
IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open);
IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float logarithmic_zero_epsilon, float zero_deadzone_size);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, float logarithmic_zero_epsilon, float zero_deadzone_size);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
template<typename T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
@@ -3971,7 +3985,7 @@ namespace ImGui
// InputText
IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API void InputTextDeactivateHook(ImGuiID id);
IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return g.ActiveId == id && g.TempInputId == id; }
inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
@@ -4007,6 +4021,9 @@ namespace ImGui
IMGUI_API bool BeginErrorTooltip();
IMGUI_API void EndErrorTooltip();
// Demo Doc Marker for e.g. imgui_explorer
IMGUI_API void DemoMarker(const char* file, int line, const char* section);
// Debug Tools
IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free
IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255));
@@ -4027,7 +4044,7 @@ namespace ImGui
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeFont(ImFont* font);
IMGUI_API void DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask);
IMGUI_API void DebugNodeFontGlyphsForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask);
IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
IMGUI_API void DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect = NULL); // ID used to facilitate persisting the "current" texture.
IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);