diff --git a/backends/imgui_impl_sdlgpu3.cpp b/backends/imgui_impl_sdlgpu3.cpp index 3c13ea6e5..b64bbd507 100644 --- a/backends/imgui_impl_sdlgpu3.cpp +++ b/backends/imgui_impl_sdlgpu3.cpp @@ -639,6 +639,7 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects() if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; } if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; } if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; } + if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = nullptr; } if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; } } diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 57c2faf44..8d160b34f 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -23,6 +23,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556) // 2026-01-26: [Docking] Fixed an issue from 1.90.5 where newly appearing windows that are not parented to the main viewport don't have task bar icon appear before the windows was explicited refocused. (#7354, #8669) // 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961) // 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state. @@ -142,6 +143,7 @@ struct ImGui_ImplWin32_Data HMODULE XInputDLL; PFN_XInputGetCapabilities XInputGetCapabilities; PFN_XInputGetState XInputGetState; + DWORD XInputPacketNumber; #endif ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } @@ -423,6 +425,9 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + if (bd->XInputPacketNumber != 0 && bd->XInputPacketNumber == xinput_state.dwPacketNumber) + return; + bd->XInputPacketNumber = xinput_state.dwPacketNumber; #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } @@ -877,6 +882,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA case WM_SETFOCUS: case WM_KILLFOCUS: io.AddFocusEvent(msg == WM_SETFOCUS); +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->XInputPacketNumber = 0; // FIXME: Technically, calling io.ClearInputKeys() directly would require this as well. +#endif return 0; case WM_INPUTLANGCHANGE: ImGui_ImplWin32_UpdateKeyboardCodePage(io); diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index d51ba8d40..7548052f9 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -172,6 +172,10 @@ Other Changes: - Fixed remote/shortcut InputText() not teleporting mouse cursor when nav cursor is visible and `io.ConfigNavMoveSetMousePos` is enabled. - Fixed a looping/wrapping issue when done in menu layer. (#9178) + - Fixed speed scale for resizing/moving with keyboard/gamepad. We incorrectly + used io.DisplayFramebufferScale (very old code), effectively making those + actions faster on macOS/iOS retina screens. + (changed this to use a style scale factor that's not fully formalized yet) - Scrollbar: fixed a codepath leading to a divide-by-zero (which would not be noticeable by user but detected by sanitizers). (#9089) [@judicaelclair] - InvisibleButton: allow calling with size (0,0) to fit to available content @@ -180,6 +184,8 @@ Other Changes: nesting a tooltip in a disabled block. (#9180, #7640) [@RegimantasSimkus] - Added GetItemFlags() in public API for consistency and to expose generic flags of last submitted item. (#9127) +- Log/Capture: fixed erroneously injecting extra carriage returns in output + buffer when ItemSpacing.y > FramePadding.y + 1. - Images: - Added style.ImageRounding, ImGuiStyleVar_ImageRounding to configure rounding of Image() widgets. (#2942, #845) @@ -198,6 +204,8 @@ Other Changes: - Debug Log: fixed incorrectly printing characters in IO log when submitting non-ASCII values to `io.AddInputCharacter()`. (#9099) - Debug Log: can output to debugger on Windows. (#5855) +- Demo: + - Slightly improve Selectable() demos. (#9193) - Backends: - DirectX10: added `SamplerNearest` in `ImGui_ImplDX10_RenderState`. (+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API) @@ -221,6 +229,8 @@ Other Changes: devices. (#8784) [@FelixStach] - Win32: handle `WM_IME_CHAR`/`WM_IME_COMPOSITION` to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum] + - Win32: minor optimization not submitting gamepad input if packet number has not + changed (reworked previous 1.92.4). (#9202, #8556) [@AhmedSamyMousa, @MidTerm-CN] - Examples: - Win32+DirectX12: ignore seemingly incorrect `D3D12_MESSAGE_ID_FENCE_ZERO_WAIT` warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron] diff --git a/imgui.cpp b/imgui.cpp index 539010d1f..b4a0220af 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7330,7 +7330,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, int* border_hove if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) { const float NAV_RESIZE_SPEED = 600.0f; - const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * GetScale(); g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size g.NavWindowingToggleLayer = false; @@ -7486,10 +7486,12 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar bg_col = 0; if (bg_col & IM_COL32_A_MASK) { + ImRect bg_rect(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size); + ImDrawFlags bg_rounding_flags = (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom; ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; if (window->DockIsActive) bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); - bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + bg_draw_list->AddRectFilled(bg_rect.Min, bg_rect.Max, bg_col, window_rounding, bg_rounding_flags); if (window->DockIsActive) bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); } @@ -11121,6 +11123,8 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) #endif // Remaining events will be processed on the next frame + // FIXME-MULTITHREADING: io.AddKeyEvent() etc. calls are mostly thread-safe apart from the fact they push to this + // queue which may be resized here. Could potentially rework this to narrow down the section needing a mutex? (#5772) if (event_n == g.InputEventsQueue.Size) g.InputEventsQueue.resize(0); else @@ -13477,6 +13481,7 @@ void ImGui::BringWindowToFocusFront(ImGuiWindow* window) } // Note technically focus related but rather adjacent and close to BringWindowToFocusFront() +// FIXME-FOCUS: Could opt-in/opt-out enable modal check like in FocusWindow(). void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -15245,7 +15250,7 @@ static void ImGui::NavUpdateWindowing() if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; - const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * GetScale(); g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; g.NavHighlightItemUnderNav = true; ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); @@ -15800,7 +15805,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* if (!text_end) text_end = FindRenderedTextEnd(text, text_end); - const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + ImMax(g.Style.FramePadding.y, g.Style.ItemSpacing.y) + 1); if (ref_pos) g.LogLinePosY = ref_pos->y; if (log_new_line) diff --git a/imgui.h b/imgui.h index 255050e22..1d511bf1c 100644 --- a/imgui.h +++ b/imgui.h @@ -1966,7 +1966,7 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. - ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source. ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) ImGuiColorEditFlags_NoColorMarkers = 1 << 11, // // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 9365e1ac5..8018d2c69 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2395,15 +2395,45 @@ static void DemoWindowWidgetsSelectables() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line"); - if (ImGui::TreeNode("Rendering more items on the same line")) + IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple items on the same line"); + if (ImGui::TreeNode("Multiple items on the same line")) { - // (1) Using SetNextItemAllowOverlap() - // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. - static bool selected[3] = { false, false, false }; - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); - ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + // (1) + // - Using SetNextItemAllowOverlap() + // - Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically. + { + static bool selected[3] = {}; + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2"); + ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3"); + } + + // (2) + // - Using ImGuiSelectableFlags_AllowOverlap is a shortcut for calling SetNextItemAllowOverlap() + // - No visible label, display contents inside the selectable bounds. + // - We don't maintain actual selection in this example to keep things simple. + ImGui::Spacing(); + { + static bool checked[5] = {}; + static int selected_n = 0; + const float color_marker_w = ImGui::CalcTextSize("x").x; + for (int n = 0; n < 5; n++) + { + ImGui::PushID(n); + ImGui::AlignTextToFramePadding(); + if (ImGui::Selectable("##selectable", selected_n == n, ImGuiSelectableFlags_AllowOverlap)) + selected_n = n; + ImGui::SameLine(0, 0); + ImGui::Checkbox("##check", &checked[n]); + ImGui::SameLine(); + ImVec4 color((n & 1) ? 1.0f : 0.2f, (n & 2) ? 1.0f : 0.2f, 0.2f, 1.0f); + ImGui::ColorButton("##color", color, ImGuiColorEditFlags_NoTooltip, ImVec2(color_marker_w, 0)); + ImGui::SameLine(); + ImGui::Text("Some label"); + ImGui::PopID(); + } + } + ImGui::TreePop(); } @@ -2454,13 +2484,14 @@ static void DemoWindowWidgetsSelectables() if (winning_state) ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + const float size = ImGui::CalcTextSize("Sailor").x; for (int y = 0; y < 4; y++) for (int x = 0; x < 4; x++) { if (x > 0) ImGui::SameLine(); ImGui::PushID(y * 4 + x); - if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(size, size))) { // Toggle clicked cell + toggle neighbors selected[y][x] ^= 1; @@ -2483,7 +2514,9 @@ static void DemoWindowWidgetsSelectables() "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " "basis using PushStyleVar(). You'll probably want to always keep your default situation to " "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + const float size = ImGui::CalcTextSize("(1.0,1.0)").x; for (int y = 0; y < 3; y++) { for (int x = 0; x < 3; x++) @@ -2493,7 +2526,7 @@ static void DemoWindowWidgetsSelectables() sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); if (x > 0) ImGui::SameLine(); ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); - ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(size, size)); ImGui::PopStyleVar(); } } diff --git a/imgui_internal.h b/imgui_internal.h index 23105ae8e..1bb6bda6c 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -3384,6 +3384,7 @@ namespace ImGui // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. IMGUI_API ImGuiIO& GetIO(ImGuiContext* ctx); IMGUI_API ImGuiPlatformIO& GetPlatformIO(ImGuiContext* ctx); + inline float GetScale() { ImGuiContext& g = *GImGui; return g.Style._MainScale; } // FIXME-DPI: I don't want to formalize this just yet. Because reasons. Please don't use. inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 67e1cf5ca..93589a1c4 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -988,20 +988,8 @@ void ImGui::Scrollbar(ImGuiAxis axis) // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); - ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; - if (axis == ImGuiAxis_X) - { - rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; - if (!window->ScrollbarY) - rounding_corners |= ImDrawFlags_RoundCornersBottomRight; - } - else - { - if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) - rounding_corners |= ImDrawFlags_RoundCornersTopRight; - if (!window->ScrollbarX) - rounding_corners |= ImDrawFlags_RoundCornersBottomRight; - } + ImRect host_rect = (window->DockIsActive ? window->DockNode->HostWindow : window)->Rect(); + ImDrawFlags rounding_corners = CalcRoundingFlagsForRectInRect(bb, host_rect, g.Style.WindowBorderSize); float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; ImS64 scroll = (ImS64)window->Scroll[axis]; @@ -6491,6 +6479,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl } // Initialize/override default color options +// FIXME: Could be moved to a simple IO field. void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui;