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Merge branch 'master' into docking

# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
omar 5 rokov pred
rodič
commit
5116eee108

+ 55 - 0
.github/workflows/build.yml

@@ -59,6 +59,29 @@ jobs:
           echo '#include "examples/example_null/main.cpp"'       >> example_single_file.cpp
           g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
 
+      - name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
+        shell: bash
+        run: |
+          echo '#define IMGUI_DISABLE_WIN32_FUNCTIONS'           >  example_single_file.cpp
+          echo '#define IMGUI_IMPLEMENTATION'                    >> example_single_file.cpp
+          echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
+          echo '#include "examples/example_null/main.cpp"'       >> example_single_file.cpp
+          g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
+
+      - name: Build example_null (as DLL)
+        shell: cmd
+        run: |
+          "%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64
+          echo '#ifdef _EXPORT'                                  >  example_single_file.cpp
+          echo '#  define IMGUI_API __declspec(dllexport)'       >> example_single_file.cpp
+          echo '#else'                                           >> example_single_file.cpp
+          echo '#  define IMGUI_API __declspec(dllimport)'       >> example_single_file.cpp
+          echo '#endif'                                          >> example_single_file.cpp
+          echo '#define IMGUI_IMPLEMENTATION'                    >> example_single_file.cpp
+          echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
+          cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
+          cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
+
       - name: Build Win32 example_glfw_opengl2
         shell: cmd
         run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
@@ -233,6 +256,38 @@ jobs:
         echo '#include "examples/example_null/main.cpp"'       >> example_single_file.cpp
         g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
 
+    - name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
+      run: |
+        echo '#define IMGUI_DISABLE_FILE_FUNCTIONS'            >  example_single_file.cpp
+        echo '#define IMGUI_IMPLEMENTATION'                    >> example_single_file.cpp
+        echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
+        echo '#include "examples/example_null/main.cpp"'       >> example_single_file.cpp
+        g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
+      run: |
+        echo '#define IMGUI_USE_BGRA_PACKED_COLOR'             >  example_single_file.cpp
+        echo '#define IMGUI_IMPLEMENTATION'                    >> example_single_file.cpp
+        echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
+        echo '#include "examples/example_null/main.cpp"'       >> example_single_file.cpp
+        g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+
+    - name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
+      run: |
+        echo 'struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };' >  example_single_file.cpp
+        echo 'struct MyVec4 { float x; float y; float z; float w;'                            >> example_single_file.cpp
+        echo 'MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };'     >> example_single_file.cpp
+        echo '#define IM_VEC2_CLASS_EXTRA                                             \'      >> example_single_file.cpp
+        echo '        ImVec2(const MyVec2& f) { x = f.x; y = f.y; }                   \'      >> example_single_file.cpp
+        echo '        operator MyVec2() const { return MyVec2(x, y); }'                       >> example_single_file.cpp
+        echo '#define IM_VEC4_CLASS_EXTRA                                             \'      >> example_single_file.cpp
+        echo '        ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \'      >> example_single_file.cpp
+        echo '        operator MyVec4() const { return MyVec4(x, y, z, w); }'                 >> example_single_file.cpp
+        echo '#define IMGUI_IMPLEMENTATION'                                                   >> example_single_file.cpp
+        echo '#include "misc/single_file/imgui_single_file.h"'                                >> example_single_file.cpp
+        echo '#include "examples/example_null/main.cpp"'                                      >> example_single_file.cpp
+        g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+
     - name: Build example_glfw_opengl2
       run: make -C examples/example_glfw_opengl2
 

+ 14 - 0
docs/CHANGELOG.txt

@@ -105,6 +105,9 @@ Other changes:
 
 Breaking Changes:
 
+- Removed unncessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
+  note that this is a Beta api and will likely be reworked to support multi-monitor multi-DPI.
+
 Other Changes:
 
 - TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is
@@ -112,7 +115,18 @@ Other Changes:
   flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
 - TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
   or _OpenOnArrow would open the node. (#143)
+- Style: Added style.TabMinWidthForUnselectedCloseButton settings.
+  Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
+  Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
+  Set to an intermediary value to toggle behavior based on width (same as Firefox).
 - Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
+- Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the
+  projection matrix top and bottom values. (#3143, #3146) [@u3shit]
+- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177)
+- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData 
+  structure didn't have any vertices. (#2697) [@kudaba]
+- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
+  drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
 
 
 -----------------------------------------------------------------------

+ 35 - 28
examples/imgui_impl_dx10.cpp

@@ -43,11 +43,9 @@ static ID3D10Device*            g_pd3dDevice = NULL;
 static IDXGIFactory*            g_pFactory = NULL;
 static ID3D10Buffer*            g_pVB = NULL;
 static ID3D10Buffer*            g_pIB = NULL;
-static ID3D10Blob*              g_pVertexShaderBlob = NULL;
 static ID3D10VertexShader*      g_pVertexShader = NULL;
 static ID3D10InputLayout*       g_pInputLayout = NULL;
 static ID3D10Buffer*            g_pVertexConstantBuffer = NULL;
-static ID3D10Blob*              g_pPixelShaderBlob = NULL;
 static ID3D10PixelShader*       g_pPixelShader = NULL;
 static ID3D10SamplerState*      g_pFontSampler = NULL;
 static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
@@ -350,46 +348,53 @@ bool    ImGui_ImplDX10_CreateDeviceObjects()
         static const char* vertexShader =
             "cbuffer vertexBuffer : register(b0) \
             {\
-            float4x4 ProjectionMatrix; \
+              float4x4 ProjectionMatrix; \
             };\
             struct VS_INPUT\
             {\
-            float2 pos : POSITION;\
-            float4 col : COLOR0;\
-            float2 uv  : TEXCOORD0;\
+              float2 pos : POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
             };\
             \
             struct PS_INPUT\
             {\
-            float4 pos : SV_POSITION;\
-            float4 col : COLOR0;\
-            float2 uv  : TEXCOORD0;\
+              float4 pos : SV_POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
             };\
             \
             PS_INPUT main(VS_INPUT input)\
             {\
-            PS_INPUT output;\
-            output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
-            output.col = input.col;\
-            output.uv  = input.uv;\
-            return output;\
+              PS_INPUT output;\
+              output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+              output.col = input.col;\
+              output.uv  = input.uv;\
+              return output;\
             }";
 
-        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
-        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
-            return false;
-        if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
+        ID3DBlob* vertexShaderBlob;
+        if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
+        {
+            vertexShaderBlob->Release();
             return false;
+        }
 
         // Create the input layout
         D3D10_INPUT_ELEMENT_DESC local_layout[] =
         {
-            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
-            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
-            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
         };
-        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+        {
+            vertexShaderBlob->Release();
             return false;
+        }
+        vertexShaderBlob->Release();
 
         // Create the constant buffer
         {
@@ -421,11 +426,15 @@ bool    ImGui_ImplDX10_CreateDeviceObjects()
             return out_col; \
             }";
 
-        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
-        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
-            return false;
-        if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
+        ID3DBlob* pixelShaderBlob;
+        if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
+        {
+            pixelShaderBlob->Release();
             return false;
+        }
+        pixelShaderBlob->Release();
     }
 
     // Create the blending setup
@@ -488,11 +497,9 @@ void    ImGui_ImplDX10_InvalidateDeviceObjects()
     if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
     if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
     if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
-    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
     if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
     if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
     if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
-    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
 }
 
 bool    ImGui_ImplDX10_Init(ID3D10Device* device)

+ 35 - 28
examples/imgui_impl_dx11.cpp

@@ -44,11 +44,9 @@ static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
 static IDXGIFactory*            g_pFactory = NULL;
 static ID3D11Buffer*            g_pVB = NULL;
 static ID3D11Buffer*            g_pIB = NULL;
-static ID3D10Blob*              g_pVertexShaderBlob = NULL;
 static ID3D11VertexShader*      g_pVertexShader = NULL;
 static ID3D11InputLayout*       g_pInputLayout = NULL;
 static ID3D11Buffer*            g_pVertexConstantBuffer = NULL;
-static ID3D10Blob*              g_pPixelShaderBlob = NULL;
 static ID3D11PixelShader*       g_pPixelShader = NULL;
 static ID3D11SamplerState*      g_pFontSampler = NULL;
 static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
@@ -362,46 +360,53 @@ bool    ImGui_ImplDX11_CreateDeviceObjects()
         static const char* vertexShader =
             "cbuffer vertexBuffer : register(b0) \
             {\
-            float4x4 ProjectionMatrix; \
+              float4x4 ProjectionMatrix; \
             };\
             struct VS_INPUT\
             {\
-            float2 pos : POSITION;\
-            float4 col : COLOR0;\
-            float2 uv  : TEXCOORD0;\
+              float2 pos : POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
             };\
             \
             struct PS_INPUT\
             {\
-            float4 pos : SV_POSITION;\
-            float4 col : COLOR0;\
-            float2 uv  : TEXCOORD0;\
+              float4 pos : SV_POSITION;\
+              float4 col : COLOR0;\
+              float2 uv  : TEXCOORD0;\
             };\
             \
             PS_INPUT main(VS_INPUT input)\
             {\
-            PS_INPUT output;\
-            output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
-            output.col = input.col;\
-            output.uv  = input.uv;\
-            return output;\
+              PS_INPUT output;\
+              output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+              output.col = input.col;\
+              output.uv  = input.uv;\
+              return output;\
             }";
 
-        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
-        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
-            return false;
-        if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+        ID3DBlob* vertexShaderBlob;
+        if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+        {
+            vertexShaderBlob->Release();
             return false;
+        }
 
         // Create the input layout
         D3D11_INPUT_ELEMENT_DESC local_layout[] =
         {
-            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
-            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
-            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
         };
-        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+        if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+        {
+            vertexShaderBlob->Release();
             return false;
+        }
+        vertexShaderBlob->Release();
 
         // Create the constant buffer
         {
@@ -433,11 +438,15 @@ bool    ImGui_ImplDX11_CreateDeviceObjects()
             return out_col; \
             }";
 
-        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
-        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
-            return false;
-        if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+        ID3DBlob* pixelShaderBlob;
+        if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
+            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+        {
+            pixelShaderBlob->Release();
             return false;
+        }
+        pixelShaderBlob->Release();
     }
 
     // Create the blending setup
@@ -500,11 +509,9 @@ void    ImGui_ImplDX11_InvalidateDeviceObjects()
     if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
     if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
     if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
-    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
     if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
     if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
     if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
-    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
 }
 
 bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)

+ 16 - 13
examples/imgui_impl_dx12.cpp

@@ -40,8 +40,6 @@
 
 // DirectX data
 static ID3D12Device*                g_pd3dDevice = NULL;
-static ID3D10Blob*                  g_pVertexShaderBlob = NULL;
-static ID3D10Blob*                  g_pPixelShaderBlob = NULL;
 static ID3D12RootSignature*         g_pRootSignature = NULL;
 static ID3D12PipelineState*         g_pPipelineState = NULL;
 static DXGI_FORMAT                  g_RTVFormat = DXGI_FORMAT_UNKNOWN;
@@ -546,6 +544,9 @@ bool    ImGui_ImplDX12_CreateDeviceObjects()
     psoDesc.SampleDesc.Count = 1;
     psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
 
+    ID3DBlob* vertexShaderBlob;
+    ID3DBlob* pixelShaderBlob;
+
     // Create the vertex shader
     {
         static const char* vertexShader =
@@ -576,10 +577,9 @@ bool    ImGui_ImplDX12_CreateDeviceObjects()
               return output;\
             }";
 
-        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
-        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
-            return false;
-        psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
+        if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
+            return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
 
         // Create the input layout
         static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
@@ -608,10 +608,12 @@ bool    ImGui_ImplDX12_CreateDeviceObjects()
               return out_col; \
             }";
 
-        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
-        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
-            return false;
-        psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
+        if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
+        {
+            vertexShaderBlob->Release();
+            return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+        }
+        psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
     }
 
     // Create the blending setup
@@ -656,7 +658,10 @@ bool    ImGui_ImplDX12_CreateDeviceObjects()
         desc.BackFace = desc.FrontFace;
     }
 
-    if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
+    HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
+    vertexShaderBlob->Release();
+    pixelShaderBlob->Release();
+    if (result_pipeline_state != S_OK)
         return false;
 
     ImGui_ImplDX12_CreateFontsTexture();
@@ -669,8 +674,6 @@ void    ImGui_ImplDX12_InvalidateDeviceObjects()
     if (!g_pd3dDevice)
         return;
 
-    SafeRelease(g_pVertexShaderBlob);
-    SafeRelease(g_pPixelShaderBlob);
     SafeRelease(g_pRootSignature);
     SafeRelease(g_pPipelineState);
     SafeRelease(g_pFontTextureResource);

+ 15 - 10
examples/imgui_impl_opengl3.cpp

@@ -15,6 +15,7 @@
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 //  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
 //  2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
 //  2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
 //  2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
@@ -122,12 +123,16 @@
 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
 #include <glad/glad.h>          // Needs to be initialized with gladLoadGL() in user's code.
 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
+#ifndef GLFW_INCLUDE_NONE
 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
+#endif
 #include <glbinding/Binding.h>  // Needs to be initialized with glbinding::Binding::initialize() in user's code.
 #include <glbinding/gl/gl.h>
 using namespace gl;
 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
+#ifndef GLFW_INCLUDE_NONE
 #define GLFW_INCLUDE_NONE       // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
+#endif
 #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
 #include <glbinding/gl/gl.h>
 using namespace gl;
@@ -254,6 +259,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
     glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 #endif
 
+    // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
+    bool clip_origin_lower_left = true;
+#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
+    GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
+    if (current_clip_origin == GL_UPPER_LEFT)
+        clip_origin_lower_left = false;
+#endif
+
     // Setup viewport, orthographic projection matrix
     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
     glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@@ -261,6 +274,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
     float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
     float T = draw_data->DisplayPos.y;
     float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+    if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
     const float ortho_projection[4][4] =
     {
         { 2.0f/(R-L),   0.0f,         0.0f,   0.0f },
@@ -329,12 +343,6 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
     GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
     GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
     GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
-    bool clip_origin_lower_left = true;
-#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
-    GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
-    if (last_clip_origin == GL_UPPER_LEFT)
-        clip_origin_lower_left = false;
-#endif
 
     // Setup desired GL state
     // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
@@ -382,10 +390,7 @@ void    ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
                 if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
                 {
                     // Apply scissor/clipping rectangle
-                    if (clip_origin_lower_left)
-                        glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
-                    else
-                        glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
+                    glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
 
                     // Bind texture, Draw
                     glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);

+ 15 - 13
examples/imgui_impl_vulkan.cpp

@@ -23,6 +23,8 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
+//  2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
 //  2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
 //  2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 //  2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@@ -289,6 +291,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBu
     }
 
     // Bind Vertex And Index Buffer:
+    if (draw_data->TotalVtxCount > 0)
     {
         VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
         VkDeviceSize vertex_offset[1] = { 0 };
@@ -329,7 +332,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
     // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
     int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
     int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
-    if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0)
+    if (fb_width <= 0 || fb_height <= 0)
         return;
 
     ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
@@ -349,21 +352,20 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
     wrb->Index = (wrb->Index + 1) % wrb->Count;
     ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
 
-    VkResult err;
-
-    // Create or resize the vertex/index buffers
-    size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
-    size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
-    if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
-        CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
-    if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
-        CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
-
-    // Upload vertex/index data into a single contiguous GPU buffer
+    if (draw_data->TotalVtxCount > 0)
     {
+        // Create or resize the vertex/index buffers
+        size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+        size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+        if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
+            CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
+        if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
+            CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
+
+        // Upload vertex/index data into a single contiguous GPU buffer
         ImDrawVert* vtx_dst = NULL;
         ImDrawIdx* idx_dst = NULL;
-        err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
+        VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
         check_vk_result(err);
         err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
         check_vk_result(err);

+ 12 - 8
imgui.cpp

@@ -383,6 +383,7 @@ CODE
  - 2019/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
 
 
+ - 2020/04/23 (1.77) - Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
  - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
  - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
  - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
@@ -910,7 +911,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time
 // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
 static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f;     // Extend outside and inside windows. Affect FindHoveredWindow().
 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    = 2.00f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certaint time, unless mouse moved.
+static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 2.00f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
 
 // Docking
 static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
@@ -1054,6 +1055,7 @@ ImGuiStyle::ImGuiStyle()
     GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
     TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
     TabBorderSize           = 0.0f;             // Thickness of border around tabs.
+    TabMinWidthForUnselectedCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
     ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
     ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
     SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@@ -1090,6 +1092,8 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
     GrabMinSize = ImFloor(GrabMinSize * scale_factor);
     GrabRounding = ImFloor(GrabRounding * scale_factor);
     TabRounding = ImFloor(TabRounding * scale_factor);
+    if (TabMinWidthForUnselectedCloseButton != FLT_MAX)
+        TabMinWidthForUnselectedCloseButton = ImFloor(TabMinWidthForUnselectedCloseButton * scale_factor);
     DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
     DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
     MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
@@ -4494,7 +4498,7 @@ void ImGui::EndFrame()
     }
 
     // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
-    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount)
+    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
     {
         g.DragDropWithinSource = true;
         SetTooltip("...");
@@ -4512,7 +4516,7 @@ void ImGui::EndFrame()
     UpdateViewportsEndFrame();
 
     // Sort the window list so that all child windows are after their parent
-    // We cannot do that on FocusWindow() because childs may not exist yet
+    // We cannot do that on FocusWindow() because children may not exist yet
     g.WindowsTempSortBuffer.resize(0);
     g.WindowsTempSortBuffer.reserve(g.Windows.Size);
     for (int i = 0; i != g.Windows.Size; i++)
@@ -4631,7 +4635,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
 }
 
 // Find window given position, search front-to-back
-// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
+// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
 // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
 // called, aka before the next Begin(). Moving window isn't affected.
 static void FindHoveredWindow()
@@ -7011,7 +7015,7 @@ bool ImGui::IsWindowDocked()
 }
 
 // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
-// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
 // If you want a window to never be focused, you may use the e.g. NoInputs flag.
 bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
 {
@@ -7552,7 +7556,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
 {
     ImGuiContext& g = *GImGui;
 
-    // Verify that io.KeyXXX fields haven't been tampered with. Key mods shoudl not be modified between NewFrame() and EndFrame()
+    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
     const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags();
     IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
     IM_UNUSED(expected_key_mod_flags);
@@ -8553,7 +8557,7 @@ void ImGui::EndPopup()
     // Make all menus and popups wrap around for now, may need to expose that policy.
     NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
 
-    // Child-popups don't need to be layed out
+    // Child-popups don't need to be laid out
     IM_ASSERT(g.WithinEndChild == false);
     if (window->Flags & ImGuiWindowFlags_ChildWindow)
         g.WithinEndChild = true;
@@ -13529,7 +13533,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock
                 if (!tab_bar_rect.Contains(tab_bb))
                     overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
                 TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
-                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload->Name, 0, 0);
+                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload->Name, 0, 0, false);
                 if (!tab_bar_rect.Contains(tab_bb))
                     overlay_draw_lists[overlay_n]->PopClipRect();
             }

+ 21 - 15
imgui.h

@@ -383,7 +383,7 @@ namespace ImGui
     // Cursor / Layout
     // - By "cursor" we mean the current output position.
     // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
-    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
+    // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
     // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
     //    Window-local coordinates:   SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
     //    Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
@@ -603,13 +603,16 @@ namespace ImGui
 
     // Popups, Modals
     // The properties of popups windows are:
-    // - They block normal mouse hovering detection outside them. (*)
+    // - They block normal mouse hovering detection outside them. (*1)
     // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
-    // - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
-    //   User can manipulate the visibility state by calling OpenPopup().
+    //   Because hovering detection is disabled outside the popup, when clicking outside the click will not be seen by underlying widgets! (*1)
+    // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls.
+    //   User can manipulate the visibility state by calling OpenPopup(), CloseCurrentPopup() etc.
     // - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions.
-    // (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
-    // Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
+    // Those three properties are connected: we need to retain popup visibility state in the library because popups may be closed as any time.
+    // (*1) You can bypass that restriction and detect hovering even when normally blocked by a popup.
+    //      To do this use the ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
+    //      This is what BeginPopupContextItem() and BeginPopupContextWindow() are doing already, allowing a right-click to reopen another popups without losing the click.
     IMGUI_API void          OpenPopup(const char* str_id);                                      // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
     IMGUI_API bool          BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0);                                             // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
     IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1);                    // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
@@ -669,6 +672,7 @@ namespace ImGui
 
     // Drag and Drop
     // - [BETA API] API may evolve!
+    // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
     IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
     IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0);  // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
     IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
@@ -1340,7 +1344,7 @@ enum ImGuiMouseCursor_
 enum ImGuiCond_
 {
     ImGuiCond_Always        = 1 << 0,   // Set the variable
-    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call with succeed)
+    ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)
     ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
     ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
 };
@@ -1464,6 +1468,7 @@ struct ImGuiStyle
     float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
     float       TabRounding;                // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
     float       TabBorderSize;              // Thickness of border around tabs.
+    float       TabMinWidthForUnselectedCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
     ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
     ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@@ -2252,13 +2257,13 @@ struct ImFontGlyphRangesBuilder
 // See ImFontAtlas::AddCustomRectXXX functions.
 struct ImFontAtlasCustomRect
 {
-    unsigned int    ID;             // Input    // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data.
     unsigned short  Width, Height;  // Input    // Desired rectangle dimension
     unsigned short  X, Y;           // Output   // Packed position in Atlas
-    float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID < 0x110000): glyph xadvance
-    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID < 0x110000): glyph display offset
-    ImFont*         Font;           // Input    // For custom font glyphs only (ID < 0x110000): target font
-    ImFontAtlasCustomRect()         { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
+    unsigned int    GlyphID;        // Input    // For custom font glyphs only (ID < 0x110000)
+    float           GlyphAdvanceX;  // Input    // For custom font glyphs only: glyph xadvance
+    ImVec2          GlyphOffset;    // Input    // For custom font glyphs only: glyph display offset
+    ImFont*         Font;           // Input    // For custom font glyphs only: target font
+    ImFontAtlasCustomRect()         { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
     bool IsPacked() const           { return X != 0xFFFF; }
 };
 
@@ -2337,8 +2342,9 @@ struct ImFontAtlas
     // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
     // so you can render e.g. custom colorful icons and use them as regular glyphs.
     // Read docs/FONTS.txt for more details about using colorful icons.
-    IMGUI_API int               AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
-    IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0));   // Id needs to be < 0x110000 to register a rectangle to map into a specific font.
+    // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
+    IMGUI_API int               AddCustomRectRegular(int width, int height);
+    IMGUI_API int               AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0));
     const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
 
     // [Internal]
@@ -2399,7 +2405,7 @@ struct ImFont
     float                       Scale;              // 4     // in  // = 1.f      // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
     float                       Ascent, Descent;    // 4+4   // out //            // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
     int                         MetricsTotalSurface;// 4     // out //            // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
-    ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations accross all used codepoints.
+    ImU8                        Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
 
     // Methods
     IMGUI_API ImFont();

+ 5 - 5
imgui_demo.cpp

@@ -699,7 +699,7 @@ static void ShowDemoWindowWidgets()
             static bool test_drag_and_drop = false;
             ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
             ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be layed out after the node.");
+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
             ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
             ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
             ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
@@ -1049,7 +1049,7 @@ static void ShowDemoWindowWidgets()
         }
         if (ImGui::TreeNode("Alignment"))
         {
-            HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overriden 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");
+            HelpMarker("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 };
             for (int y = 0; y < 3; y++)
             {
@@ -1120,7 +1120,7 @@ static void ShowDemoWindowWidgets()
         if (ImGui::TreeNode("Resize Callback"))
         {
             // To wire InputText() with std::string or any other custom string type,
-            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your prefered type.
+            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your preferred type.
             // See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
             HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
             struct Funcs
@@ -1137,7 +1137,7 @@ static void ShowDemoWindowWidgets()
                     return 0;
                 }
 
-                // Tip: Because ImGui:: is a namespace you would typicall add your own function into the namespace in your own source files.
+                // Tip: Because ImGui:: is a namespace you would typically add your own function into the namespace in your own source files.
                 // For example, you may add a function called ImGui::InputText(const char* label, MyString* my_str).
                 static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
                 {
@@ -3944,7 +3944,7 @@ struct ExampleAppConsole
             AddLog("Unknown command: '%s'\n", command_line);
         }
 
-        // On commad input, we scroll to bottom even if AutoScroll==false
+        // On command input, we scroll to bottom even if AutoScroll==false
         ScrollToBottom = true;
     }
 

+ 17 - 20
imgui_draw.cpp

@@ -36,7 +36,7 @@ Index of this file:
 
 #include <stdio.h>      // vsnprintf, sscanf, printf
 #if !defined(alloca)
-#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__)
+#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
 #include <alloca.h>     // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
 #elif defined(_WIN32)
 #include <malloc.h>     // alloca
@@ -621,7 +621,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
     _IdxWritePtr += 6;
 }
 
-// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
+// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
 // Those macros expects l-values.
 #define IM_NORMALIZE2F_OVER_ZERO(VX,VY)     do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
 #define IM_FIXNORMAL2F(VX,VY)               do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)
@@ -690,7 +690,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
                 dm_x *= AA_SIZE;
                 dm_y *= AA_SIZE;
 
-                // Add temporary vertexes
+                // Add temporary vertices
                 ImVec2* out_vtx = &temp_points[i2*2];
                 out_vtx[0].x = points[i2].x + dm_x;
                 out_vtx[0].y = points[i2].y + dm_y;
@@ -707,7 +707,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
                 idx1 = idx2;
             }
 
-            // Add vertexes
+            // Add vertices
             for (int i = 0; i < points_count; i++)
             {
                 _VtxWritePtr[0].pos = points[i];          _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
@@ -747,7 +747,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
                 float dm_in_x = dm_x * half_inner_thickness;
                 float dm_in_y = dm_y * half_inner_thickness;
 
-                // Add temporary vertexes
+                // Add temporary vertices
                 ImVec2* out_vtx = &temp_points[i2*4];
                 out_vtx[0].x = points[i2].x + dm_out_x;
                 out_vtx[0].y = points[i2].y + dm_out_y;
@@ -770,7 +770,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
                 idx1 = idx2;
             }
 
-            // Add vertexes
+            // Add vertices
             for (int i = 0; i < points_count; i++)
             {
                 _VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
@@ -1549,7 +1549,6 @@ ImFontConfig::ImFontConfig()
 // The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
 const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
 const int FONT_ATLAS_DEFAULT_TEX_DATA_H      = 27;
-const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
 static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
 {
     "..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX-     XX          "
@@ -1832,14 +1831,11 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
     return font;
 }
 
-int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
+int ImFontAtlas::AddCustomRectRegular(int width, int height)
 {
-    // Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000)
-    IM_ASSERT(id >= 0x110000);
     IM_ASSERT(width > 0 && width <= 0xFFFF);
     IM_ASSERT(height > 0 && height <= 0xFFFF);
     ImFontAtlasCustomRect r;
-    r.ID = id;
     r.Width = (unsigned short)width;
     r.Height = (unsigned short)height;
     CustomRects.push_back(r);
@@ -1848,13 +1844,16 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
 
 int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
 {
+#ifdef IMGUI_USE_WCHAR32
+    IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
+#endif
     IM_ASSERT(font != NULL);
     IM_ASSERT(width > 0 && width <= 0xFFFF);
     IM_ASSERT(height > 0 && height <= 0xFFFF);
     ImFontAtlasCustomRect r;
-    r.ID = id;
     r.Width = (unsigned short)width;
     r.Height = (unsigned short)height;
+    r.GlyphID = id;
     r.GlyphAdvanceX = advance_x;
     r.GlyphOffset = offset;
     r.Font = font;
@@ -1879,7 +1878,6 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
 
     IM_ASSERT(CustomRectIds[0] != -1);
     ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]];
-    IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
     ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
     ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
     *out_size = size;
@@ -2214,9 +2212,9 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas)
     if (atlas->CustomRectIds[0] >= 0)
         return;
     if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
-        atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
+        atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
     else
-        atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2);
+        atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(2, 2);
 }
 
 void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
@@ -2265,7 +2263,6 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
     IM_ASSERT(atlas->CustomRectIds[0] >= 0);
     IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
     ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
-    IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
     IM_ASSERT(r.IsPacked());
 
     const int w = atlas->TexWidth;
@@ -2300,13 +2297,13 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
     for (int i = 0; i < atlas->CustomRects.Size; i++)
     {
         const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
-        if (r.Font == NULL || r.ID >= 0x110000)
+        if (r.Font == NULL || r.GlyphID == 0)
             continue;
 
         IM_ASSERT(r.Font->ContainerAtlas == atlas);
         ImVec2 uv0, uv1;
         atlas->CalcCustomRectUV(&r, &uv0, &uv1);
-        r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX);
+        r.Font->AddGlyph((ImWchar)r.GlyphID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX);
     }
 
     // Build all fonts lookup tables
@@ -2316,7 +2313,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
 
     // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
     // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
-    // FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots.
+    // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.
     for (int i = 0; i < atlas->Fonts.size(); i++)
     {
         ImFont* font = atlas->Fonts[i];
@@ -3366,7 +3363,7 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect
 
 // Helper for ColorPicker4()
 // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
-// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
+// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
 // FIXME: uses ImGui::GetColorU32
 void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
 {

+ 1 - 1
imgui_internal.h

@@ -2085,7 +2085,7 @@ namespace ImGui
     IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
     IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button);
     IMGUI_API void          TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
-    IMGUI_API bool          TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id);
+    IMGUI_API bool          TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible);
 
     // Render helpers
     // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.

+ 24 - 9
imgui_widgets.cpp

@@ -2352,7 +2352,7 @@ float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_m
     return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
 }
 
-// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
+// FIXME: Move some of the code into SliderBehavior(). Current responsibility is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
 template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
 bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb)
 {
@@ -2949,7 +2949,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
     if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
         flags |= ImGuiInputTextFlags_CharsDecimal;
     flags |= ImGuiInputTextFlags_AutoSelectAll;
-    flags |= ImGuiInputTextFlags_NoMarkEdited;  // We call MarkItemEdited() ourselve by comparing the actual data rather than the string.
+    flags |= ImGuiInputTextFlags_NoMarkEdited;  // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
 
     if (p_step != NULL)
     {
@@ -3367,7 +3367,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
         if (!is_resizable)
             return;
 
-        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!)
+        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)
         ImGuiContext& g = *GImGui;
         ImGuiInputTextState* edit_state = &g.InputTextState;
         IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
@@ -4755,7 +4755,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
         if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0)
             if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
             {
-                // FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
+                // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
                 // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
                 value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
                 value_changed = true;
@@ -6280,7 +6280,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
         g.NavWindow = window;  // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
 
     // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
-    // However the final position is going to be different! It is choosen by FindBestWindowPosForPopup().
+    // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
     // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
     ImVec2 popup_pos, pos = window->DC.CursorPos;
     if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
@@ -7175,6 +7175,7 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         tab_bar->NextSelectedTabId = id;
 
     // Lock visibility
+    // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
     bool tab_contents_visible = (tab_bar->VisibleTabId == id);
     if (tab_contents_visible)
         tab_bar->VisibleTabWasSubmitted = true;
@@ -7323,7 +7324,7 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
 
     // Render tab label, process close button
     const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0;
-    bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id);
+    bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible);
     if (just_closed && p_open != NULL)
     {
         *p_open = false;
@@ -7408,13 +7409,21 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI
 
 // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
 // We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
-bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id)
+bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible)
 {
     ImGuiContext& g = *GImGui;
     ImVec2 label_size = CalcTextSize(label, NULL, true);
     if (bb.GetWidth() <= 1.0f)
         return false;
 
+    // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)
+    // But right now if you want to alter text color of tabs this is what you need to do.
+#if 0
+    const float backup_alpha = g.Style.Alpha;
+    if (!is_contents_visible)
+        g.Style.Alpha *= 0.7f;
+#endif
+
     // Render text label (with clipping + alpha gradient) + unsaved marker
     const char* TAB_UNSAVED_MARKER = "*";
     ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
@@ -7434,8 +7443,9 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
     bool close_button_pressed = false;
     bool close_button_visible = false;
     if (close_button_id != 0)
-        if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id)
-            close_button_visible = true;
+        if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForUnselectedCloseButton)
+            if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id)
+                close_button_visible = true;
     if (close_button_visible)
     {
         ImGuiItemHoveredDataBackup last_item_backup;
@@ -7456,6 +7466,11 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
     float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;
     RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);
 
+#if 0
+    if (!is_contents_visible)
+        g.Style.Alpha = backup_alpha;
+#endif
+
     return close_button_pressed;
 }