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Merge branch 'viewport' into docking

omar vor 6 Jahren
Ursprung
Commit
565af90958

+ 4 - 1
docs/CHANGELOG.txt

@@ -93,6 +93,8 @@ Other Changes:
   introduced in 1.50 and broken in 1.60. (#1698, #894, #713).
 - TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending
   on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!) 
+- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]  
+- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing. 
 - RenderText(): Some optimization for very large text buffers, useful for non-optimized builds.
 - BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
 - ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
@@ -103,6 +105,7 @@ Other Changes:
   in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty.
 - Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects
   in the WM_SIZE handler. (#2088) [@ice1000]
+- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball]
 
 
 -----------------------------------------------------------------------
@@ -126,7 +129,7 @@ Other Changes:
   Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787)
 - Fixed a build issue with non-Cygwin GCC under Windows.
 - Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent.
-- Examples: OpenGL3: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri]
+- Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri]
 
 
 -----------------------------------------------------------------------

+ 7 - 0
examples/example_glfw_opengl2/main.cpp

@@ -12,6 +12,13 @@
 #include <stdio.h>
 #include <GLFW/glfw3.h>
 
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. 
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
 static void glfw_error_callback(int error, const char* description)
 {
     fprintf(stderr, "Glfw Error %d: %s\n", error, description);

+ 10 - 2
examples/example_glfw_opengl3/main.cpp

@@ -20,7 +20,15 @@
 #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
 #endif
 
-#include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions
+// Include glfw3.h after our OpenGL definitions
+#include <GLFW/glfw3.h> 
+
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. 
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
 
 static void glfw_error_callback(int error, const char* description)
 {
@@ -64,7 +72,7 @@ int main(int, char**)
 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
     bool err = glewInit() != GLEW_OK;
 #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
-    bool err = gladLoadGL() != 0;
+    bool err = gladLoadGL() == 0;
 #endif
     if (err)
     {

+ 7 - 0
examples/example_glfw_vulkan/main.cpp

@@ -11,6 +11,13 @@
 #include <GLFW/glfw3.h>
 #include <vulkan/vulkan.h>
 
+// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
+// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. 
+// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
+#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#pragma comment(lib, "legacy_stdio_definitions")
+#endif
+
 //#define IMGUI_UNLIMITED_FRAME_RATE
 #ifdef _DEBUG
 #define IMGUI_VULKAN_DEBUG_REPORT

+ 5 - 2
examples/example_sdl_opengl2/README.md

@@ -4,8 +4,11 @@
 - On Windows with Visual Studio's CLI
 
 ```
-set SDL2DIR=path_to_your_sdl2_folder
-cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+set SDL2_DIR=path_to_your_sdl2_folder
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+#          ^^ include paths                  ^^ source files                                                           ^^ output exe                    ^^ output dir   ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
 ```
 
 - On Linux and similar Unixes

+ 7 - 2
examples/example_sdl_opengl2/build_win32.bat

@@ -1,3 +1,8 @@
 @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
-mkdir Debug
-cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+set OUT_DIR=Debug
+set OUT_EXE=example_sdl_opengl2.exe
+set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
+set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
+set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 9 - 0
examples/example_sdl_opengl2/main.cpp

@@ -136,6 +136,15 @@ int main(int, char**)
         glClear(GL_COLOR_BUFFER_BIT);
         //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
         ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+        }
+
+        SDL_GL_MakeCurrent(window, gl_context);
         SDL_GL_SwapWindow(window);
     }
 

+ 5 - 2
examples/example_sdl_opengl3/README.md

@@ -4,8 +4,11 @@
 - On Windows with Visual Studio's CLI
 
 ```
-set SDL2DIR=path_to_your_sdl2_folder
-cl /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+set SDL2_DIR=path_to_your_sdl2_folder
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+#          ^^ include paths                                 ^^ source files                                                                                  ^^ output exe                    ^^ output dir   ^^ libraries
+# or for 64-bit:
+cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
 ```
 
 - On Linux and similar Unixes

+ 7 - 2
examples/example_sdl_opengl3/build_win32.bat

@@ -1,3 +1,8 @@
 @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
-mkdir Debug
-cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl3.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
+set OUT_DIR=Debug
+set OUT_EXE=example_sdl_opengl3.exe
+set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w
+set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
+set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 2 - 0
examples/imgui_impl_dx10.h

@@ -9,6 +9,8 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
+#pragma once
+
 struct ID3D10Device;
 
 IMGUI_IMPL_API bool     ImGui_ImplDX10_Init(ID3D10Device* device);

+ 2 - 0
examples/imgui_impl_dx11.h

@@ -9,6 +9,8 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
+#pragma once
+
 struct ID3D11Device;
 struct ID3D11DeviceContext;
 

+ 2 - 0
examples/imgui_impl_dx12.h

@@ -10,6 +10,8 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
+#pragma once
+
 enum DXGI_FORMAT;
 struct ID3D12Device;
 struct ID3D12GraphicsCommandList;

+ 2 - 0
examples/imgui_impl_dx9.h

@@ -8,6 +8,8 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
+#pragma once
+
 struct IDirect3DDevice9;
 
 IMGUI_IMPL_API bool     ImGui_ImplDX9_Init(IDirect3DDevice9* device);

+ 2 - 0
examples/imgui_impl_freeglut.h

@@ -9,6 +9,8 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
+#pragma once
+
 IMGUI_IMPL_API bool     ImGui_ImplFreeGLUT_Init();
 IMGUI_IMPL_API void     ImGui_ImplFreeGLUT_InstallFuncs();
 IMGUI_IMPL_API void     ImGui_ImplFreeGLUT_Shutdown();

+ 1 - 1
examples/imgui_impl_glfw.cpp

@@ -548,7 +548,7 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
 //--------------------------------------------------------------------------------------------------------
 
 // We provide a Win32 implementation because this is such a common issue for IME users
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
 #define HAS_WIN32_IME   1
 #include <imm.h>
 #ifdef _MSC_VER

+ 2 - 0
examples/imgui_impl_glfw.h

@@ -17,6 +17,8 @@
 // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
 // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
 
+#pragma once
+
 struct GLFWwindow;
 
 IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);

+ 2 - 0
examples/imgui_impl_marmalade.h

@@ -8,6 +8,8 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
+#pragma once
+
 IMGUI_IMPL_API bool     ImGui_Marmalade_Init(bool install_callbacks);
 IMGUI_IMPL_API void     ImGui_Marmalade_Shutdown();
 IMGUI_IMPL_API void     ImGui_Marmalade_NewFrame();

+ 2 - 0
examples/imgui_impl_opengl2.h

@@ -17,6 +17,8 @@
 // confuse your GPU driver. 
 // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
 
+#pragma once
+
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_Init();
 IMGUI_IMPL_API void     ImGui_ImplOpenGL2_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplOpenGL2_NewFrame();

+ 2 - 0
examples/imgui_impl_opengl3.h

@@ -20,6 +20,8 @@
 // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
 // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
 
+#pragma once
+
 // Set default OpenGL loader to be gl3w
 #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)     \
  && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)     \

+ 2 - 0
examples/imgui_impl_sdl.h

@@ -15,6 +15,8 @@
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
 // https://github.com/ocornut/imgui
 
+#pragma once
+
 struct SDL_Window;
 typedef union SDL_Event SDL_Event;
 

+ 1 - 0
examples/imgui_impl_vulkan.cpp

@@ -852,6 +852,7 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
 void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator)
 {
     IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
+    (void)physical_device;
     (void)allocator;
 
     // Create Command Buffers

+ 2 - 0
examples/imgui_impl_vulkan.h

@@ -12,6 +12,8 @@
 // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. 
 // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
 
+#pragma once
+
 #include <vulkan/vulkan.h>
 
 #define IMGUI_VK_QUEUED_FRAMES      2

+ 7 - 2
examples/imgui_impl_win32.cpp

@@ -387,7 +387,7 @@ float ImGui_ImplWin32_GetDpiScaleForRect(int x1, int y1, int x2, int y2)
 // IME (Input Method Editor) basic support for e.g. Asian language users
 //--------------------------------------------------------------------------------------------------------
 
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
 #define HAS_WIN32_IME   1
 #include <imm.h>
 #ifdef _MSC_VER
@@ -538,9 +538,14 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
 
 static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
 {
+    // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
     IM_ASSERT(data->Hwnd != 0);
-    ::SetWindowTextA(data->Hwnd, title);
+    int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
+    ImVector<wchar_t> title_w;
+    title_w.resize(n);
+    ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
+    ::SetWindowTextW(data->Hwnd, title_w.Data);
 }
 
 static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)

+ 2 - 0
examples/imgui_impl_win32.h

@@ -9,6 +9,8 @@
 // Missing features:
 //  [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
 
+#pragma once
+
 IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd);
 IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame();

+ 1 - 0
imconfig.h

@@ -31,6 +31,7 @@
 //---- Don't implement some functions to reduce linkage requirements.
 //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS   // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
 //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS         // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
+//#define IMGUI_DISABLE_WIN32_FUNCTIONS                     // [Win32] Won't use and link with any Win32 function.
 //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS             // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
 //#define IMGUI_DISABLE_MATH_FUNCTIONS                      // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
 //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS                  // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().

+ 6 - 6
imgui.cpp

@@ -788,15 +788,15 @@ CODE
       config.OversampleV = 1;
       config.GlyphOffset.y -= 2.0f;      // Move everything by 2 pixels up
       config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
-      io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
+      io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
 
       // Combine multiple fonts into one (e.g. for icon fonts)
       static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
       ImFontConfig config;
       config.MergeMode = true;
       io.Fonts->AddFontDefault();
-      io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
-      io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
+      io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
+      io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
 
  Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
  A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
@@ -3273,7 +3273,7 @@ void ImGui::NewFrame()
     {
         if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
         {
-            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()?");
+            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
             IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL  && "Platform init didn't install handlers?");
             IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
             IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL  && "Platform init didn't install handlers?");
@@ -12887,7 +12887,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
 // [SECTION] PLATFORM DEPENDENT HELPERS
 //-----------------------------------------------------------------------------
 
-#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
+#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
 #ifndef WIN32_LEAN_AND_MEAN
 #define WIN32_LEAN_AND_MEAN
 #endif
@@ -12899,7 +12899,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
 #endif
 
 // Win32 API clipboard implementation
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
 
 #ifdef _MSC_VER
 #pragma comment(lib, "user32")

+ 1 - 1
imgui_demo.cpp

@@ -736,7 +736,7 @@ static void ShowDemoWindowWidgets()
             //   Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application!
             //   Please use u8"text in any language" in your application!
             // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
-            ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details.");
+            ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details.");
             ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
             ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
             static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";

+ 21 - 14
imgui_widgets.cpp

@@ -1265,7 +1265,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float
 }
 
 //-------------------------------------------------------------------------
-// [SECTION] Widgets: Combo Box
+// [SECTION] Widgets: ComboBox
 //-------------------------------------------------------------------------
 // - BeginCombo()
 // - EndCombo()
@@ -1906,7 +1906,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
         }
     }
     if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
+    {
+        FocusableItemUnregister(window);
         return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format);
+    }
 
     // Actual drag behavior
     ItemSize(total_bb, style.FramePadding.y);
@@ -2337,7 +2340,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co
         }
     }
     if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
+    {
+        FocusableItemUnregister(window);
         return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format);
+    }
 
     ItemSize(total_bb, style.FramePadding.y);
 
@@ -2608,8 +2614,8 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
     return (precision == INT_MAX) ? default_precision : precision;
 }
 
-// Create text input in place of a slider (when CTRL+Clicking on slider)
-// FIXME: Logic is messy and confusing.
+// Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets)
+// FIXME: Logic is awkward and confusing. This should be reworked to facilitate using in other situations.
 bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format)
 {
     ImGuiContext& g = *GImGui;
@@ -2618,9 +2624,8 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c
     // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
     // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id
     SetActiveID(g.ScalarAsInputTextId, window);
-    g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
     SetHoveredID(0);
-    FocusableItemUnregister(window);
+    g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
 
     char fmt_buf[32];
     char data_buf[32];
@@ -4994,7 +4999,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
 // - Selectable()
 //-------------------------------------------------------------------------
 
-// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
+// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image.
 // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
 bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
 {
@@ -5105,9 +5110,9 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags
 // - ListBoxFooter()
 //-------------------------------------------------------------------------
 
-// FIXME: Rename to BeginListBox()
+// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature.
 // Helper to calculate the size of a listbox and display a label on the right.
-// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty"
+// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty"
 bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
 {
     ImGuiWindow* window = GetCurrentWindow();
@@ -5133,24 +5138,26 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
     return true;
 }
 
-// FIXME: Rename to BeginListBox()
+// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
 bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
 {
-    // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
-    // We don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
+    // Size default to hold ~7.25 items.
+    // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar.
+    // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
     // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
     if (height_in_items < 0)
         height_in_items = ImMin(items_count, 7);
-    float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f);
+    const ImGuiStyle& style = GetStyle();
+    float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f);
 
     // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
     ImVec2 size;
     size.x = 0.0f;
-    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y;
+    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f;
     return ListBoxHeader(label, size);
 }
 
-// FIXME: Rename to EndListBox()
+// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
 void ImGui::ListBoxFooter()
 {
     ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;