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Examples: Comments to make ImGuiConfigFlags_NoMouseCursorChange more visible (#1027). + Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag.

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+ 1 - 0
CHANGELOG.txt

@@ -77,6 +77,7 @@ Other Changes:
  - ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
  - ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
  - ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
  - ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
  - Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
  - Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
+ - Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag.
  - Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
  - Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
  - Internals: PushItemFlag() flags are inherited by BeginChild().
  - Internals: PushItemFlag() flags are inherited by BeginChild().
 
 

+ 40 - 24
examples/imgui_impl_allegro5.cpp

@@ -2,9 +2,11 @@
 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-// Missing features:
-//  [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
+//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Issues:
+//  [ ] Renderer: The renderer is suboptimal as we need to convert vertices.
+//  [ ] Platform: Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@@ -13,6 +15,7 @@
 
 
 // CHANGELOG
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 // (minor and older changes stripped away, please see git history for details)
+//  2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
 //  2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
 //  2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
 //  2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
 //  2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
@@ -175,6 +178,10 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
 {
 {
     g_Display = display;
     g_Display = display;
 
 
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
+
     // Create custom vertex declaration.
     // Create custom vertex declaration.
     // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
     // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
     // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
     // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
@@ -187,7 +194,6 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
     };
     };
     g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
     g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
 
 
-    ImGuiIO& io = ImGui::GetIO();
     io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
     io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
     io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
@@ -224,7 +230,7 @@ void ImGui_ImplAllegro5_Shutdown()
 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
 bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
 {
 {
-    ImGuiIO &io = ImGui::GetIO();
+    ImGuiIO& io = ImGui::GetIO();
 
 
     switch (ev->type)
     switch (ev->type)
     {
     {
@@ -246,6 +252,34 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
     return false;
     return false;
 }
 }
 
 
+static void ImGui_ImplAllegro5_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+        return;
+
+    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
+    }
+    else
+    {
+        ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_TextInput:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
+        case ImGuiMouseCursor_ResizeAll:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
+        case ImGuiMouseCursor_ResizeNS:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
+        case ImGuiMouseCursor_ResizeEW:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
+        case ImGuiMouseCursor_ResizeNESW:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
+        case ImGuiMouseCursor_ResizeNWSE:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
+        }
+        al_set_system_mouse_cursor(g_Display, cursor_id);
+    }
+}
+
 void ImGui_ImplAllegro5_NewFrame()
 void ImGui_ImplAllegro5_NewFrame()
 {
 {
     if (!g_Texture)
     if (!g_Texture)
@@ -288,23 +322,5 @@ void ImGui_ImplAllegro5_NewFrame()
     io.MouseDown[1] = mouse.buttons & (1 << 1);
     io.MouseDown[1] = mouse.buttons & (1 << 1);
     io.MouseDown[2] = mouse.buttons & (1 << 2);
     io.MouseDown[2] = mouse.buttons & (1 << 2);
 
 
-    // Hide OS mouse cursor if ImGui is drawing it
-    if (io.MouseDrawCursor)
-    {
-        al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
-    }
-    else
-    {
-        ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
-        switch (ImGui::GetMouseCursor())
-        {
-        case ImGuiMouseCursor_TextInput:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
-        case ImGuiMouseCursor_ResizeAll:    cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
-        case ImGuiMouseCursor_ResizeNS:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
-        case ImGuiMouseCursor_ResizeEW:     cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
-        case ImGuiMouseCursor_ResizeNESW:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
-        case ImGuiMouseCursor_ResizeNWSE:   cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
-        }
-        al_set_system_mouse_cursor(g_Display, cursor_id);
-    }
+    ImGui_ImplAllegro5_UpdateMouseCursor();
 }
 }

+ 5 - 3
examples/imgui_impl_allegro5.h

@@ -2,9 +2,11 @@
 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
 // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-// Missing features:
-//  [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text.
+//  [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Issues:
+//  [ ] Renderer: The renderer is suboptimal as we need to convert vertices.
+//  [ ] Platform: Missing clipboard support via al_set_clipboard_text/al_clipboard_has_text.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_dx10.cpp

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_dx10.h

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_dx11.cpp

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 2
examples/imgui_impl_dx11.h

@@ -2,8 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
+//  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_dx12.cpp

@@ -2,7 +2,7 @@
 // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
 // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_dx12.h

@@ -2,7 +2,7 @@
 // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
 // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_dx9.cpp

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_dx9.h

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. Win32)
 // This needs to be used along with a Platform Binding (e.g. Win32)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 3 - 1
examples/imgui_impl_glfw.cpp

@@ -3,7 +3,9 @@
 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 3 - 1
examples/imgui_impl_glfw.h

@@ -3,7 +3,9 @@
 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Clipboard support.
+//  [X] Platform: Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_marmalade.cpp

@@ -1,7 +1,7 @@
 // ImGui Renderer + Platform Binding for: Marmalade + IwGx
 // ImGui Renderer + Platform Binding for: Marmalade + IwGx
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_marmalade.h

@@ -1,7 +1,7 @@
 // ImGui Renderer + Platform Binding for: Marmalade + IwGx
 // ImGui Renderer + Platform Binding for: Marmalade + IwGx
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_opengl2.cpp

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 // **Prefer using the code in imgui_impl_opengl3.cpp**
 // **Prefer using the code in imgui_impl_opengl3.cpp**

+ 1 - 1
examples/imgui_impl_opengl2.h

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
 // **Prefer using the code in imgui_impl_opengl3.cpp**
 // **Prefer using the code in imgui_impl_opengl3.cpp**

+ 1 - 1
examples/imgui_impl_opengl3.cpp

@@ -3,7 +3,7 @@
 // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
 // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+//  [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // CHANGELOG 
 // CHANGELOG 
 // (minor and older changes stripped away, please see git history for details)
 // (minor and older changes stripped away, please see git history for details)

+ 1 - 2
examples/imgui_impl_opengl3.h

@@ -3,8 +3,7 @@
 // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
 // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
 
 
 // Implemented features:
 // Implemented features:
-//  [X] User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-//  [X] Multi-viewport rendering (when ImGuiConfigFlags_ViewportsEnable is enabled).
+//  [X] Renderer: User texture binding. Use 'GLUint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
 
 
 // About GLSL version:
 // About GLSL version:
 // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
 // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.

+ 4 - 1
examples/imgui_impl_sdl.cpp

@@ -2,8 +2,11 @@
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
 
+// Implemented features:
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Clipboard support.
 // Missing features:
 // Missing features:
-//  [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+//  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 4 - 1
examples/imgui_impl_sdl.h

@@ -2,8 +2,11 @@
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
 
 
+// Implemented features:
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Clipboard support.
 // Missing features:
 // Missing features:
-//  [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+//  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_vulkan.cpp

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 
 // Missing features:
 // Missing features:
-//  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
+//  [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().

+ 1 - 1
examples/imgui_impl_vulkan.h

@@ -2,7 +2,7 @@
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
 
 
 // Missing features:
 // Missing features:
-//  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
+//  [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
 
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
 // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().

+ 4 - 0
examples/imgui_impl_win32.cpp

@@ -1,6 +1,10 @@
 // ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
 // ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 
 
+// Implemented features:
+//  [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+
 #include "imgui.h"
 #include "imgui.h"
 #include "imgui_impl_win32.h"
 #include "imgui_impl_win32.h"
 #define WIN32_LEAN_AND_MEAN
 #define WIN32_LEAN_AND_MEAN

+ 4 - 0
examples/imgui_impl_win32.h

@@ -1,6 +1,10 @@
 // ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
 // ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
 
 
+// Implemented features:
+//  [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+
 IMGUI_API bool        ImGui_ImplWin32_Init(void* hwnd);
 IMGUI_API bool        ImGui_ImplWin32_Init(void* hwnd);
 IMGUI_API void        ImGui_ImplWin32_Shutdown();
 IMGUI_API void        ImGui_ImplWin32_Shutdown();
 IMGUI_API void        ImGui_ImplWin32_NewFrame();
 IMGUI_API void        ImGui_ImplWin32_NewFrame();