diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp
index 236b89f75..8ff5c16c7 100644
--- a/backends/imgui_impl_opengl2.cpp
+++ b/backends/imgui_impl_opengl2.cpp
@@ -284,7 +284,7 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
- IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
const void* pixels = tex->GetPixels();
GLuint gl_texture_id = 0;
diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp
index b515ce0e2..9fee27f9d 100644
--- a/backends/imgui_impl_opengl3.cpp
+++ b/backends/imgui_impl_opengl3.cpp
@@ -754,7 +754,7 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
- IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
const void* pixels = tex->GetPixels();
GLuint gl_texture_id = 0;
diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp
index 64b6c5eef..caf7f6902 100644
--- a/backends/imgui_impl_sdlrenderer3.cpp
+++ b/backends/imgui_impl_sdlrenderer3.cpp
@@ -256,7 +256,7 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
- IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// Create texture
diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp
index c6c4989f6..1d61e01f1 100644
--- a/backends/imgui_impl_vulkan.cpp
+++ b/backends/imgui_impl_vulkan.cpp
@@ -1427,6 +1427,7 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image
}
// Update the Descriptor Set:
+ if (descriptor_set != VK_NULL_HANDLE)
{
VkDescriptorImageInfo desc_image[1] = {};
desc_image[0].sampler = sampler;
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 6c93252f5..d1e4f66db 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -41,6 +41,16 @@ HOW TO UPDATE?
Breaking Changes:
+ - Changed default ImTextureID_Invalid value to -1 instead of 0 if not #define-d.
+ (#9293, #8745, #8465, #7090)
+ - It seems like a better default since it will work with backends storing
+ indices or memory offsets inside ImTextureID, where 0 might be a valid value.
+ - If this is causing problem with e.g your custom ImTextureID definition, you can
+ add '#define ImTextureID_Invalid 0' to your imconfig.h + PLEASE report this to GitHub.
+ - If you have hardcoded e.g. 'if (tex_id == 0)' checks they should be updated.
+ e.g. OpenGL2, OpenGL3 and SDLRenderer3 backends incorrectly had 'IM_ASSERT(tex->TexID == 0)'
+ lines which were replaced with 'IM_ASSERT(tex->TexID == ImTextureID_Invalid)'.
+ If you have copied or forked backends consider fixing locally. (#9295)
- Separator(): fixed a legacy quirk where Separator() was submitting a zero-height
item for layout purpose, even though it draws a 1-pixel separator.
The fix could affect code e.g. computing height from multiple widgets in order to
@@ -75,6 +85,8 @@ Other Changes:
- Reworked io.ConfigInputTextEnterKeepActive mode so that pressing Enter will
deactivate/reactivate the item in order for e.g. IsItemDeactivatedAfterEdit()
signals to be emitted the same way regardless of that setting. (#9001, #9115)
+ - Fixed a glitch when using ImGuiInputTextFlags_ElideLeft where the local x offset
+ would be incorrect during the deactivation frame. (#9298)
- Style:
- Border sizes are now scaled (and rounded) by ScaleAllSizes().
- When using large values with ScallAllSizes(), the following items thickness
@@ -84,6 +96,17 @@ Other Changes:
- TextLink() underline thickness.
- ColorButton() border thickness.
- Separator() thickness, via scaling newly added style.SeparatorSize. (#2657, #9263)
+- Nav:
+ - Changed Gamepad mapping for "Activate with Text Input" action: (#8803, #787)
+ - Previously: press North button (PS4/PS5 triangle, Switch X, Xbox Y).
+ - Now: long press (hold) Activate button (PS4/PS5 cross, Switch B, Xbox A) for ~0.60 secs.
+ This is rarely used, somehow easier to discover, and frees a button for other uses.
+ See updated Gamepad Control Sheets: https://www.dearimgui.com/controls_sheets
+ - Short Gamepad Activation press on InputText() always activate with Text Input mode.
+ - Popups: Shift+F10 or Menu key can now open popups menus when using
+ BeginPopupContextItem(), BeginPopupContextWindow() or OpenPopupOnItemClick().
+ (#8803, #9270) [@exelix11, @ocornut]
+ - Popups: pressing North button (PS4/PS5 triangle, SwitchX, Xbox Y) also open popups menus.
- Clipper:
- Clear `DisplayStart`/`DisplayEnd` fields when `Step()` returns false.
- Added `UserIndex` helper storage. This is solely a convenience for cases where
@@ -92,6 +115,8 @@ Other Changes:
- Implemented a custom tweak to extend hit-testing bounding box when window is sitting
at the edge of a viewport (e.g. fullscreen or docked window), so that e.g. mouse the
mouse at the extreme of the screen will reach the scrollbar. (#9276)
+- Focus: fixed fallback "Debug" window temporarily taking focus and setting io.WantCaptureKeyboard
+ for one frame on e.g. application boot if no other windows are submitted. (#9243)
- Demo: fixed IMGUI_DEMO_MARKER locations for examples applets. (#9261, #3689) [@pthom]
- Backends:
- SDLGPU3: removed unnecessary call to SDL_WaitForGPUIdle when releasing
@@ -107,8 +132,11 @@ Other Changes:
- hidden scrollbar in Firefox.
- Vulkan: added ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates[] to allow specifying
extra dynamic states to add when creating the VkPipeline. (#9211) [@DziubanMaciej]
+ - Vulkan: ImGui_ImplVulkan_AddTexture() skips updating descriptor_set if failing
+ to allocate one. (#8677) [@micb25]
- WebGPU: fixed undefined behaviors in example code for requesting adapter
and device. (#9246, #9256) [@r-lyeh]
+ - SDL2+WebGPU: fixed hi-dpi handling. (#9300) [@ypujante]
- GLFW/SDL2/SDL3+WebGPU: removed suport for Emscripten <4.0.10. (#9281) [@ypujante]
Docking+Viewports Branch:
diff --git a/docs/README.md b/docs/README.md
index a409b9301..283dd479b 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -55,8 +55,8 @@ if (ImGui::Button("Save"))
ImGui::InputText("string", buf, IM_COUNTOF(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
-
-
+
+
```cpp
// Create a window called "My First Tool", with a menu bar.
@@ -150,10 +150,10 @@ Officially maintained backends (in repository):
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or our newer [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
-
-
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
-- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
+
+[](https://github.com/ocornut/imgui/wiki/Useful-Extensions)
+- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot), [ImPlot3d](https://github.com/brenocq/implot3d) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
diff --git a/examples/example_sdl2_wgpu/main.cpp b/examples/example_sdl2_wgpu/main.cpp
index b4c1be965..8d7c5a107 100644
--- a/examples/example_sdl2_wgpu/main.cpp
+++ b/examples/example_sdl2_wgpu/main.cpp
@@ -53,7 +53,7 @@ int main(int, char**)
// Create window with graphics context
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
- SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, window_flags);
if (window == nullptr)
{
@@ -143,7 +143,7 @@ int main(int, char**)
// React to changes in screen size
int width, height;
- SDL_GetWindowSize(window, &width, &height);
+ SDL_GetWindowSizeInPixels(window, &width, &height);
if (width != wgpu_surface_width || height != wgpu_surface_height)
ResizeSurface(width, height);
diff --git a/imgui.cpp b/imgui.cpp
index 5f16d8250..90b01327a 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -168,6 +168,7 @@ CODE
- Home, End Scroll to top, scroll to bottom.
- Alt Toggle between scrolling layer and menu layer.
- Ctrl+Tab then Ctrl+Arrows Move window. Hold Shift to resize instead of moving.
+ - Menu or Shift+F10 Open context menu.
- Output when ImGuiConfigFlags_NavEnableKeyboard set,
- io.WantCaptureKeyboard flag is set when keyboard is claimed.
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
@@ -402,6 +403,10 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
- 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.
+ - 2026/03/12 (1.92.7) - Changed default ImTextureID_Invalid to -1 instead of 0 if not #define-d. (#9293, #8745, #8465, #7090)
+ It seems like a better default since it will work with backends storing indices or memory offsets inside ImTextureID, where 0 might be a valid value.
+ If this is causing problem with e.g. your custom ImTextureID definition, you can add '#define ImTextureID_Invalid 0' to your imconfig.h + PLEASE report this to GitHub.
+ If you have hard-coded e.g. 'if (tex_id == 0)' checks they should be updated. e.g. OpenGL2, OpenGL3 and SDLRenderer3 backends incorrectly had 'IM_ASSERT(tex->TexID == 0)' lines which were replaced with 'IM_ASSERT(tex->TexID == ImTextureID_Invalid)'. (#9295)
- 2026/02/26 (1.92.7) - Separator: fixed a legacy quirk where Separator() was submitting a zero-height item for layout purpose, even though it draws a 1-pixel separator.
The fix could affect code e.g. computing height from multiple widgets in order to allocate vertical space for a footer or multi-line status bar. (#2657, #9263)
The "Console" example had such a bug:
@@ -410,8 +415,7 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
Should be:
float footer_height = style.ItemSpacing.y + style.SeparatorSize + ImGui::GetFrameHeightWithSpacing();
BeginChild("ScrollingRegion", { 0, -footer_height });
- When such idiom was used and assuming zero-height Separator, it is likely that
- in 1.92.7 the resulting window will have unexpected 1 pixel scrolling range.
+ When such idiom was used and assuming zero-height Separator, it is likely that in 1.92.7 the resulting window will have unexpected 1 pixel scrolling range.
- 2026/02/23 (1.92.7) - Commented out legacy signature for Combo(), ListBox(), signatures which were obsoleted in 1.90 (Nov 2023), when the getter callback type was changed.
- Old getter type: bool (*getter)(void* user_data, int idx, const char** out_text) // Set label + return bool. False replaced label with placeholder.
- New getter type: const char* (*getter)(void* user_data, int idx) // Return label or NULL/empty label if missing
@@ -1324,6 +1328,7 @@ static const float FONT_DEFAULT_SIZE_BASE = 20.0f;
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
+static const float NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = 0.60f; // Time to hold activation button (e.g. FaceDown) to turn the activation into a text input.
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
@@ -1373,6 +1378,7 @@ static void NavUpdateWindowing();
static void NavUpdateWindowingApplyFocus(ImGuiWindow* window);
static void NavUpdateWindowingOverlay();
static void NavUpdateCancelRequest();
+static void NavUpdateContextMenuRequest();
static void NavUpdateCreateMoveRequest();
static void NavUpdateCreateTabbingRequest();
static float NavUpdatePageUpPageDown();
@@ -4297,6 +4303,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
NavWindow = NULL;
NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
NavLayer = ImGuiNavLayer_Main;
+ NavIdItemFlags = ImGuiItemFlags_None;
+ NavOpenContextMenuItemId = NavOpenContextMenuWindowId = 0;
NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavHighlightActivatedId = 0;
@@ -6241,10 +6249,14 @@ void ImGui::EndFrame()
}
g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
- // Hide implicit/fallback "Debug" window if it hasn't been used
+ // Hide and unfocus implicit/fallback "Debug" window if it hasn't been used
g.WithinFrameScopeWithImplicitWindow = false;
if (g.CurrentWindow && g.CurrentWindow->IsFallbackWindow && g.CurrentWindow->WriteAccessed == false)
+ {
g.CurrentWindow->Active = false;
+ if (g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow)
+ FocusWindow(NULL);
+ }
End();
// Update navigation: Ctrl+Tab, wrap-around requests
@@ -13181,17 +13193,40 @@ ImGuiMouseButton ImGui::GetMouseButtonFromPopupFlags(ImGuiPopupFlags flags)
return ImGuiMouseButton_Right; // Default == 1
}
+bool ImGui::IsPopupOpenRequestForItem(ImGuiPopupFlags popup_flags, ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
+ if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ return true;
+ if (g.NavOpenContextMenuItemId == id && (IsItemFocused() || id == g.CurrentWindow->MoveId))
+ return true;
+ return false;
+}
+
+bool ImGui::IsPopupOpenRequestForWindow(ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
+ if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
+ return true;
+ if (g.NavOpenContextMenuWindowId && g.CurrentWindow->ID)
+ if (IsWindowChildOf(g.NavWindow, g.CurrentWindow, false, false)) // This enable ordering to be used to disambiguate item vs window (#8803)
+ return true;
+ return false;
+}
+
// Helper to open a popup if mouse button is released over the item
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
- if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ if (IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID))
{
- ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
- IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+ ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+ IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
OpenPopupEx(id, popup_flags);
}
}
@@ -13218,10 +13253,9 @@ bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flag
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
- ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
- IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
- ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
- if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItem ID. Using LastItem ID as a Popup ID won't conflict!
+ IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+ if (IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID))
OpenPopupEx(id, popup_flags);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}
@@ -13233,10 +13267,8 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_fl
if (!str_id)
str_id = "window_context";
ImGuiID id = window->GetID(str_id);
- ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
- if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
- OpenPopupEx(id, popup_flags);
+ if (IsPopupOpenRequestForWindow(popup_flags))
+ OpenPopupEx(id, popup_flags);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}
@@ -13786,6 +13818,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
window->NavLastIds[nav_layer] = id;
if (g.LastItemData.ID == id)
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
+ g.NavIdItemFlags = (g.LastItemData.ID == id) ? g.LastItemData.ItemFlags : ImGuiItemFlags_None;
if (id == g.ActiveIdIsAlive)
g.NavIdIsAlive = true;
@@ -14055,6 +14088,7 @@ static void ImGui::NavProcessItem()
SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
g.NavFocusScopeId = g.CurrentFocusScopeId;
g.NavIdIsAlive = true;
+ g.NavIdItemFlags = item_flags;
if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData)
{
IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
@@ -14445,6 +14479,7 @@ static void ImGui::NavUpdate()
// Process NavCancel input (to close a popup, get back to parent, clear focus)
NavUpdateCancelRequest();
+ NavUpdateContextMenuRequest();
// Process manual activation request
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
@@ -14453,21 +14488,25 @@ static void ImGui::NavUpdate()
{
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
- const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner));
- const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner)));
+ const bool input_pressed_keyboard = nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner));
+ bool input_pressed_gamepad = false;
+ if (activate_down && nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner) && (g.NavIdItemFlags & ImGuiItemFlags_Inputable)) // requires ImGuiItemFlags_Inputable to avoid retriggering regular buttons.
+ if (GetKeyData(ImGuiKey_NavGamepadActivate)->DownDurationPrev < NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY && GetKeyData(ImGuiKey_NavGamepadActivate)->DownDuration >= NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY)
+ input_pressed_gamepad = true;
+
if (g.ActiveId == 0 && activate_pressed)
{
g.NavActivateId = g.NavId;
g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
}
- if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
+ if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (input_pressed_keyboard || input_pressed_gamepad))
{
g.NavActivateId = g.NavId;
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
}
- if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
+ if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_pressed_keyboard || input_pressed_gamepad)) // FIXME-NAV: Unsure why input_pressed_xxx (migrated from input_down which was already dubious)
g.NavActivateDownId = g.NavId;
- if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
+ if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed_keyboard || input_pressed_gamepad))
{
g.NavActivatePressedId = g.NavId;
NavHighlightActivated(g.NavId);
@@ -14929,6 +14968,31 @@ static void ImGui::NavUpdateCancelRequest()
}
}
+static void ImGui::NavUpdateContextMenuRequest()
+{
+ ImGuiContext& g = *GImGui;
+ g.NavOpenContextMenuItemId = g.NavOpenContextMenuWindowId = 0;
+ const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+ const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+ if ((!nav_keyboard_active && !nav_gamepad_active) || g.NavWindow == NULL)
+ return;
+
+ bool request = false;
+ request |= nav_keyboard_active && (IsKeyReleased(ImGuiKey_Menu, ImGuiKeyOwner_NoOwner) || (IsKeyPressed(ImGuiKey_F10, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner) && g.IO.KeyMods == ImGuiMod_Shift));
+ request |= nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadContextMenu, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner);
+ if (!request)
+ return;
+ g.NavOpenContextMenuItemId = g.NavId;
+ g.NavOpenContextMenuWindowId = g.NavWindow->ID;
+
+ // Allow triggering for Begin()..BeginPopupContextItem(). A possible alternative would be to use g.NavLayer == ImGuiNavLayer_Menu.
+ if (g.NavId == g.NavWindow->GetID("#CLOSE") || g.NavId == g.NavWindow->GetID("#COLLAPSE"))
+ g.NavOpenContextMenuItemId = g.NavWindow->MoveId;
+
+ g.NavInputSource = ImGuiInputSource_Keyboard;
+ SetNavCursorVisibleAfterMove();
+}
+
// Handle PageUp/PageDown/Home/End keys
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
diff --git a/imgui.h b/imgui.h
index dfa272da1..1181414c5 100644
--- a/imgui.h
+++ b/imgui.h
@@ -30,7 +30,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.92.7 WIP"
-#define IMGUI_VERSION_NUM 19264
+#define IMGUI_VERSION_NUM 19265
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch.
@@ -345,9 +345,11 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
#endif
-// Define this if you need 0 to be a valid ImTextureID for your backend.
+// Define this if you need to change the invalid value for your backend.
+// - in v1.92.7 (2025/03/12): we changed default value from 0 to -1 as it is a better default, which supports storing offsets/indices.
+// - If this is causing problem with your custom ImTextureID definition, you can add '#define ImTextureID_Invalid' to your imconfig + please report this to GitHub.
#ifndef ImTextureID_Invalid
-#define ImTextureID_Invalid ((ImTextureID)0)
+#define ImTextureID_Invalid ((ImTextureID)-1)
#endif
// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
@@ -1684,10 +1686,10 @@ enum ImGuiKey : int
// // XBOX | SWITCH | PLAYSTA. | -> ACTION
ImGuiKey_GamepadStart, // Menu | + | Options |
ImGuiKey_GamepadBack, // View | - | Share |
- ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
+ ImGuiKey_GamepadFaceLeft, // X | Y | Square | Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows)
ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
- ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
- ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
+ ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Open Context Menu
+ ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle. Hold for 0.60f to Activate in Text Input mode (e.g. wired to an on-screen keyboard).
ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
@@ -4038,8 +4040,10 @@ inline ImTextureID ImTextureRef::GetTexID() const
// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
inline ImTextureID ImDrawCmd::GetTexID() const
{
- // If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
- // must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
+ // If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index:
+ // - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig file.
+ // If you are getting this assert with a renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92+):
+ // - You must correctly iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. See docs/BACKENDS.md.
ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
if (TexRef._TexData != NULL)
IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index d656d7d66..0fb33dca7 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -8845,13 +8845,23 @@ void ImGui::ShowUserGuide()
BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.");
BulletText("Escape to revert.");
Unindent();
- BulletText("With keyboard navigation enabled:");
+ BulletText("With Keyboard controls enabled:");
Indent();
BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate.");
BulletText("Space to activate a widget.");
BulletText("Return to input text into a widget.");
BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus.");
BulletText("Alt to jump to the menu layer of a window.");
+ BulletText("Menu or Shift+F10 to open a context menu.");
+ Unindent();
+ BulletText("With Gamepad controls enabled:");
+ Indent();
+ BulletText("D-Pad: Navigate / Tweak / Resize (in Windowing mode).");
+ BulletText("%s Face button: Activate / Open / Toggle. Hold: activate with text input.", io.ConfigNavSwapGamepadButtons ? "East" : "South");
+ BulletText("%s Face button: Cancel / Close / Exit.", io.ConfigNavSwapGamepadButtons ? "South" : "East");
+ BulletText("West Face button: Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows).");
+ BulletText("North Face button: Open Context Menu.");
+ BulletText("L1/R1: Tweak Slower/Faster, Focus Previous/Next (in Windowing Mode).");
Unindent();
}
diff --git a/imgui_internal.h b/imgui_internal.h
index 39e7e35ab..84f0d5782 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1527,8 +1527,8 @@ typedef ImBitArray 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
{
@@ -2531,6 +2531,7 @@ 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)
@@ -2538,6 +2539,8 @@ struct ImGuiContext
ImVector 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
@@ -3568,6 +3571,8 @@ 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);
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index f24caf76a..187f19ecf 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -4767,7 +4767,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (is_wordwrap)
wrap_width = ImMax(1.0f, GetContentRegionAvail().x + (draw_window->ScrollbarY ? 0.0f : -g.Style.ScrollbarSize));
- const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
+ const bool input_requested_by_nav = (g.ActiveId != id) && (g.NavActivateId == id);
const bool input_requested_by_reactivate = (g.InputTextReactivateId == id); // for io.ConfigInputTextEnterKeepActive
const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
@@ -5075,7 +5075,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id);
const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id);
const bool is_shift_enter = Shortcut(ImGuiMod_Shift | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_KeypadEnter, f_repeat, id);
- const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
+ const bool is_gamepad_validate = nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false);
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
@@ -5575,7 +5575,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// Find render position for right alignment (single-line only)
- if (g.ActiveId != id && flags & ImGuiInputTextFlags_ElideLeft)
+ if (g.ActiveId != id && (flags & ImGuiInputTextFlags_ElideLeft) && !render_cursor && !render_selection)
draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
//draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?