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Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
ocornut 11 月之前
父節點
當前提交
942b64abfc

+ 1 - 0
backends/imgui_impl_allegro5.cpp

@@ -312,6 +312,7 @@ static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
 #endif
 
 // Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code);
 ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
 {
     switch (key_code)

+ 9 - 2
backends/imgui_impl_dx12.cpp

@@ -19,6 +19,7 @@
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 //  2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
 //  2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
 //  2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
 //  2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
@@ -293,9 +294,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
     }
 
     // Upload vertex/index data into a single contiguous GPU buffer
+    // During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
     void* vtx_resource, *idx_resource;
-    D3D12_RANGE range;
-    memset(&range, 0, sizeof(D3D12_RANGE));
+    D3D12_RANGE range = { 0, 0 };
     if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
         return;
     if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
@@ -310,7 +311,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
         vtx_dst += draw_list->VtxBuffer.Size;
         idx_dst += draw_list->IdxBuffer.Size;
     }
+
+    // During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only)
+    range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource);
+    IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert));
     fr->VertexBuffer->Unmap(0, &range);
+    range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource);
+    IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx));
     fr->IndexBuffer->Unmap(0, &range);
 
     // Setup desired DX state

+ 1 - 0
backends/imgui_impl_glfw.cpp

@@ -217,6 +217,7 @@ static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
 // Functions
 
 // Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
 ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
 {
     IM_UNUSED(scancode);

+ 1 - 0
backends/imgui_impl_osx.mm

@@ -291,6 +291,7 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
 // Functions
 
 // Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code);
 ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
 {
     switch (key_code)

+ 5 - 3
backends/imgui_impl_sdl2.cpp

@@ -26,6 +26,7 @@
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
 //  2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
 //  2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
 //  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
 //               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
@@ -126,8 +127,8 @@
 #define SDL_HAS_DISPLAY_EVENT               SDL_VERSION_ATLEAST(2,0,9)
 #define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18)
 #if SDL_HAS_VULKAN
-extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); }
-#elif
+#include <SDL_vulkan.h>
+#else
 static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
 #endif
 
@@ -203,6 +204,7 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
 }
 
 // Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
 ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
 {
     IM_UNUSED(scancode);
@@ -386,7 +388,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
             float wheel_x = -(float)event->wheel.x;
             float wheel_y = (float)event->wheel.y;
 #endif
-#ifdef __EMSCRIPTEN__
+#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
             wheel_x /= 100.0f;
 #endif
             io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);

+ 2 - 3
backends/imgui_impl_sdl3.cpp

@@ -26,6 +26,7 @@
 // (minor and older changes stripped away, please see git history for details)
 //  2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
+//  2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
 //  2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
 //  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
 //               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
@@ -173,6 +174,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
 }
 
 // Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
 ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
 {
     // Keypad doesn't have individual key values in SDL3
@@ -355,9 +357,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
             //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
             float wheel_x = -event->wheel.x;
             float wheel_y = event->wheel.y;
-    #ifdef __EMSCRIPTEN__
-            wheel_x /= 100.0f;
-    #endif
             io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
             io.AddMouseWheelEvent(wheel_x, wheel_y);
             return true;

+ 18 - 0
backends/imgui_impl_wgpu.cpp

@@ -19,6 +19,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
 //  2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
 //  2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
 //  2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
@@ -277,7 +278,11 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
 
     WGPUProgrammableStageDescriptor stage_desc = {};
     stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+    stage_desc.entryPoint = { "main", WGPU_STRLEN };
+#else
     stage_desc.entryPoint = "main";
+#endif
     return stage_desc;
 }
 
@@ -390,6 +395,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
         {
             nullptr,
             "Dear ImGui Vertex buffer",
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+            WGPU_STRLEN,
+#endif
             WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
             MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
             false
@@ -414,6 +422,9 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
         {
             nullptr,
             "Dear ImGui Index buffer",
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+            WGPU_STRLEN,
+#endif
             WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
             MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
             false
@@ -524,7 +535,11 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
     // Upload texture to graphics system
     {
         WGPUTextureDescriptor tex_desc = {};
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+        tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
+#else
         tex_desc.label = "Dear ImGui Font Texture";
+#endif
         tex_desc.dimension = WGPUTextureDimension_2D;
         tex_desc.size.width = width;
         tex_desc.size.height = height;
@@ -587,6 +602,9 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
     {
         nullptr,
         "Dear ImGui Uniform buffer",
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+        WGPU_STRLEN,
+#endif
         WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
         MEMALIGN(sizeof(Uniforms), 16),
         false

+ 1 - 0
backends/imgui_impl_win32.cpp

@@ -496,6 +496,7 @@ void    ImGui_ImplWin32_NewFrame()
 
 // Map VK_xxx to ImGuiKey_xxx.
 // Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam);
 ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
 {
     // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.

+ 16 - 0
docs/CHANGELOG.txt

@@ -35,6 +35,22 @@ HOW TO UPDATE?
   and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
 - Please report any issue!
 
+-----------------------------------------------------------------------
+ VERSION 1.91.5 WIP (In Progress)
+-----------------------------------------------------------------------
+
+Breaking changes:
+
+Other changes:
+
+- Backends: DX12: Unmap() call specify written range. The range is informational and
+  may be used by debug tools.
+- Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the 
+  actual include. (#8095, #7967, #3190) [@sev-] 
+- Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing 
+  by 100.0f on Emscripten target. (#4019, #6096, #1463)
+- Examples: Added SDL3+Vulkan example. (#8084, #8085)
+
 -----------------------------------------------------------------------
  VERSION 1.91.4 (Released 2024-10-18)
 -----------------------------------------------------------------------

+ 2 - 1
examples/example_glfw_vulkan/build_win64.bat

@@ -1,5 +1,6 @@
-@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup 64-bit command-line compiler.
 
+@set OUT_EXE=example_glfw_vulkan
 @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
 @set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
 @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

+ 4 - 0
examples/example_sdl2_vulkan/build_win32.bat

@@ -8,3 +8,7 @@
 @set OUT_DIR=Debug
 mkdir %OUT_DIR%
 cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 14 - 0
examples/example_sdl2_vulkan/build_win64.bat

@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl2_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 7 - 1
examples/example_sdl3_opengl3/build_win32.bat

@@ -1,8 +1,14 @@
 @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
-@set OUT_DIR=Debug
+
 @set OUT_EXE=example_sdl3_opengl3
 @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
 @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
 @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib
+
+@set OUT_DIR=Debug
 mkdir %OUT_DIR%
 cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 14 - 0
examples/example_sdl3_opengl3/build_win64.bat

@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_opengl3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib opengl32.lib shell32.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 14 - 0
examples/example_sdl3_vulkan/build_win32.bat

@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL3.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 14 - 0
examples/example_sdl3_vulkan/build_win64.bat

@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL3.lib shell32.lib vulkan-1.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

+ 190 - 0
examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj

@@ -0,0 +1,190 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{663A7E89-1E42-4222-921C-177F5B5910DF}</ProjectGuid>
+    <RootNamespace>example_sdl3_vulkan</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+    <IncludePath>$(IncludePath)</IncludePath>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <SubSystem>Console</SubSystem>
+      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+      <PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <AdditionalDependencies>vulkan-1.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+      </IgnoreSpecificDefaultLibraries>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_tables.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
+    <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
+    <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
+    <None Include="..\..\misc\debuggers\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 64 - 0
examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj.filters

@@ -0,0 +1,64 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
+      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_tables.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
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+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
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+      <Filter>sources</Filter>
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+      <Filter>sources</Filter>
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+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\debuggers\imgui.natvis">
+      <Filter>imgui</Filter>
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+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>

+ 587 - 0
examples/example_sdl3_vulkan/main.cpp

@@ -0,0 +1,587 @@
+// Dear ImGui: standalone example application for SDL3 + Vulkan
+
+// Learn about Dear ImGui:
+// - FAQ                  https://dearimgui.com/faq
+// - Getting Started      https://dearimgui.com/getting-started
+// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+//   You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_vulkan.h"
+#include <stdio.h>          // printf, fprintf
+#include <stdlib.h>         // abort
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_vulkan.h>
+
+// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Volk headers
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#define VOLK_IMPLEMENTATION
+#include <volk.h>
+#endif
+
+//#define APP_USE_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define APP_USE_VULKAN_DEBUG_REPORT
+#endif
+
+// Data
+static VkAllocationCallbacks*   g_Allocator = nullptr;
+static VkInstance               g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice         g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice                 g_Device = VK_NULL_HANDLE;
+static uint32_t                 g_QueueFamily = (uint32_t)-1;
+static VkQueue                  g_Queue = VK_NULL_HANDLE;
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+static VkPipelineCache          g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool         g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static uint32_t                 g_MinImageCount = 2;
+static bool                     g_SwapChainRebuild = false;
+
+static void check_vk_result(VkResult err)
+{
+    if (err == 0)
+        return;
+    fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+    if (err < 0)
+        abort();
+}
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+    (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+    fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+    return VK_FALSE;
+}
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
+{
+    for (const VkExtensionProperties& p : properties)
+        if (strcmp(p.extensionName, extension) == 0)
+            return true;
+    return false;
+}
+
+static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
+{
+    uint32_t gpu_count;
+    VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
+    check_vk_result(err);
+    IM_ASSERT(gpu_count > 0);
+
+    ImVector<VkPhysicalDevice> gpus;
+    gpus.resize(gpu_count);
+    err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
+    check_vk_result(err);
+
+    // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
+    // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
+    // dedicated GPUs) is out of scope of this sample.
+    for (VkPhysicalDevice& device : gpus)
+    {
+        VkPhysicalDeviceProperties properties;
+        vkGetPhysicalDeviceProperties(device, &properties);
+        if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
+            return device;
+    }
+
+    // Use first GPU (Integrated) is a Discrete one is not available.
+    if (gpu_count > 0)
+        return gpus[0];
+    return VK_NULL_HANDLE;
+}
+
+static void SetupVulkan(ImVector<const char*> instance_extensions)
+{
+    VkResult err;
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+    volkInitialize();
+#endif
+
+    // Create Vulkan Instance
+    {
+        VkInstanceCreateInfo create_info = {};
+        create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+        // Enumerate available extensions
+        uint32_t properties_count;
+        ImVector<VkExtensionProperties> properties;
+        vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+        properties.resize(properties_count);
+        err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+        check_vk_result(err);
+
+        // Enable required extensions
+        if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+            instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+        if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+        {
+            instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+            create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+        }
+#endif
+
+        // Enabling validation layers
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+        const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+        create_info.enabledLayerCount = 1;
+        create_info.ppEnabledLayerNames = layers;
+        instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+        // Create Vulkan Instance
+        create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+        create_info.ppEnabledExtensionNames = instance_extensions.Data;
+        err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+        check_vk_result(err);
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+        volkLoadInstance(g_Instance);
+#endif
+
+        // Setup the debug report callback
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+        auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+        IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
+        VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+        debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+        debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+        debug_report_ci.pfnCallback = debug_report;
+        debug_report_ci.pUserData = nullptr;
+        err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+        check_vk_result(err);
+#endif
+    }
+
+    // Select Physical Device (GPU)
+    g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
+
+    // Select graphics queue family
+    {
+        uint32_t count;
+        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
+        VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
+        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
+        for (uint32_t i = 0; i < count; i++)
+            if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
+            {
+                g_QueueFamily = i;
+                break;
+            }
+        free(queues);
+        IM_ASSERT(g_QueueFamily != (uint32_t)-1);
+    }
+
+    // Create Logical Device (with 1 queue)
+    {
+        ImVector<const char*> device_extensions;
+        device_extensions.push_back("VK_KHR_swapchain");
+
+        // Enumerate physical device extension
+        uint32_t properties_count;
+        ImVector<VkExtensionProperties> properties;
+        vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+        properties.resize(properties_count);
+        vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+        if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+            device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+        const float queue_priority[] = { 1.0f };
+        VkDeviceQueueCreateInfo queue_info[1] = {};
+        queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+        queue_info[0].queueFamilyIndex = g_QueueFamily;
+        queue_info[0].queueCount = 1;
+        queue_info[0].pQueuePriorities = queue_priority;
+        VkDeviceCreateInfo create_info = {};
+        create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+        create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+        create_info.pQueueCreateInfos = queue_info;
+        create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
+        create_info.ppEnabledExtensionNames = device_extensions.Data;
+        err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+        check_vk_result(err);
+        vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+    }
+
+    // Create Descriptor Pool
+    // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
+    // If you wish to load e.g. additional textures you may need to alter pools sizes.
+    {
+        VkDescriptorPoolSize pool_sizes[] =
+        {
+            { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
+        };
+        VkDescriptorPoolCreateInfo pool_info = {};
+        pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+        pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+        pool_info.maxSets = 1;
+        pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
+        pool_info.pPoolSizes = pool_sizes;
+        err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+        check_vk_result(err);
+    }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+    wd->Surface = surface;
+
+    // Check for WSI support
+    VkBool32 res;
+    vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
+    if (res != VK_TRUE)
+    {
+        fprintf(stderr, "Error no WSI support on physical device 0\n");
+        exit(-1);
+    }
+
+    // Select Surface Format
+    const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+    const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+    wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+    // Select Present Mode
+#ifdef APP_UNLIMITED_FRAME_RATE
+    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+    wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
+    //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+    // Create SwapChain, RenderPass, Framebuffer, etc.
+    IM_ASSERT(g_MinImageCount >= 2);
+    ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
+}
+
+static void CleanupVulkan()
+{
+    vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+    // Remove the debug report callback
+    auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+    f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+    vkDestroyDevice(g_Device, g_Allocator);
+    vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void CleanupVulkanWindow()
+{
+    ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+    VkResult err;
+
+    VkSemaphore image_acquired_semaphore  = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+    err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+    {
+        g_SwapChainRebuild = true;
+        return;
+    }
+    check_vk_result(err);
+
+    ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+    {
+        err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX);    // wait indefinitely instead of periodically checking
+        check_vk_result(err);
+
+        err = vkResetFences(g_Device, 1, &fd->Fence);
+        check_vk_result(err);
+    }
+    {
+        err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
+        check_vk_result(err);
+        VkCommandBufferBeginInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+        info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+        err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+        check_vk_result(err);
+    }
+    {
+        VkRenderPassBeginInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+        info.renderPass = wd->RenderPass;
+        info.framebuffer = fd->Framebuffer;
+        info.renderArea.extent.width = wd->Width;
+        info.renderArea.extent.height = wd->Height;
+        info.clearValueCount = 1;
+        info.pClearValues = &wd->ClearValue;
+        vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+    }
+
+    // Record dear imgui primitives into command buffer
+    ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+    // Submit command buffer
+    vkCmdEndRenderPass(fd->CommandBuffer);
+    {
+        VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+        VkSubmitInfo info = {};
+        info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+        info.waitSemaphoreCount = 1;
+        info.pWaitSemaphores = &image_acquired_semaphore;
+        info.pWaitDstStageMask = &wait_stage;
+        info.commandBufferCount = 1;
+        info.pCommandBuffers = &fd->CommandBuffer;
+        info.signalSemaphoreCount = 1;
+        info.pSignalSemaphores = &render_complete_semaphore;
+
+        err = vkEndCommandBuffer(fd->CommandBuffer);
+        check_vk_result(err);
+        err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+        check_vk_result(err);
+    }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+    if (g_SwapChainRebuild)
+        return;
+    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+    VkPresentInfoKHR info = {};
+    info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+    info.waitSemaphoreCount = 1;
+    info.pWaitSemaphores = &render_complete_semaphore;
+    info.swapchainCount = 1;
+    info.pSwapchains = &wd->Swapchain;
+    info.pImageIndices = &wd->FrameIndex;
+    VkResult err = vkQueuePresentKHR(g_Queue, &info);
+    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+    {
+        g_SwapChainRebuild = true;
+        return;
+    }
+    check_vk_result(err);
+    wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
+}
+
+// Main code
+int main(int, char**)
+{
+    // Setup SDL
+    if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0)
+    {
+        printf("Error: SDL_Init(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Create window with Vulkan graphics context
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY | SDL_WINDOW_HIDDEN);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", 1280, 720, window_flags);
+    if (window == nullptr)
+    {
+        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+        return -1;
+    }
+
+    ImVector<const char*> extensions;
+    {
+        uint32_t sdl_extensions_count = 0;
+        const char* const* sdl_extensions = SDL_Vulkan_GetInstanceExtensions(&sdl_extensions_count);
+        for (uint32_t n = 0; n < sdl_extensions_count; n++)
+            extensions.push_back(sdl_extensions[n]);
+    }
+    SetupVulkan(extensions);
+
+    // Create Window Surface
+    VkSurfaceKHR surface;
+    VkResult err;
+    if (SDL_Vulkan_CreateSurface(window, g_Instance, g_Allocator, &surface) == 0)
+    {
+        printf("Failed to create Vulkan surface.\n");
+        return 1;
+    }
+
+    // Create Framebuffers
+    int w, h;
+    SDL_GetWindowSize(window, &w, &h);
+    ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+    SetupVulkanWindow(wd, surface, w, h);
+    SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+    SDL_ShowWindow(window);
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsLight();
+
+    // Setup Platform/Renderer backends
+    ImGui_ImplSDL3_InitForVulkan(window);
+    ImGui_ImplVulkan_InitInfo init_info = {};
+    init_info.Instance = g_Instance;
+    init_info.PhysicalDevice = g_PhysicalDevice;
+    init_info.Device = g_Device;
+    init_info.QueueFamily = g_QueueFamily;
+    init_info.Queue = g_Queue;
+    init_info.PipelineCache = g_PipelineCache;
+    init_info.DescriptorPool = g_DescriptorPool;
+    init_info.RenderPass = wd->RenderPass;
+    init_info.Subpass = 0;
+    init_info.MinImageCount = g_MinImageCount;
+    init_info.ImageCount = wd->ImageCount;
+    init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+    init_info.Allocator = g_Allocator;
+    init_info.CheckVkResultFn = check_vk_result;
+    ImGui_ImplVulkan_Init(&init_info);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+    // - Read 'docs/FONTS.md' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != nullptr);
+
+    // Our state
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL3_ProcessEvent(&event);
+            if (event.type == SDL_EVENT_QUIT)
+                done = true;
+            if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+        if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+        {
+            SDL_Delay(10);
+            continue;
+        }
+
+        // Resize swap chain?
+        int fb_width, fb_height;
+        SDL_GetWindowSize(window, &fb_width, &fb_height);
+        if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
+        {
+            ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+            ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
+            g_MainWindowData.FrameIndex = 0;
+            g_SwapChainRebuild = false;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplVulkan_NewFrame();
+        ImGui_ImplSDL3_NewFrame();
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        ImDrawData* draw_data = ImGui::GetDrawData();
+        const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+        if (!is_minimized)
+        {
+            wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+            wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+            wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+            wd->ClearValue.color.float32[3] = clear_color.w;
+            FrameRender(wd, draw_data);
+            FramePresent(wd);
+        }
+    }
+
+    // Cleanup
+    err = vkDeviceWaitIdle(g_Device);
+    check_vk_result(err);
+    ImGui_ImplVulkan_Shutdown();
+    ImGui_ImplSDL3_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupVulkanWindow();
+    CleanupVulkan();
+
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}

+ 10 - 0
examples/imgui_examples.sln

@@ -33,6 +33,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "exa
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_vulkan", "example_sdl3_vulkan\example_sdl3_vulkan.vcxproj", "{663A7E89-1E42-4222-921C-177F5B5910DF}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -161,6 +163,14 @@ Global
 		{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.Build.0 = Release|Win32
 		{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.ActiveCfg = Release|x64
 		{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.Build.0 = Release|x64
+		{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|Win32.ActiveCfg = Debug|Win32
+		{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|Win32.Build.0 = Debug|Win32
+		{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|x64.ActiveCfg = Debug|x64
+		{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|x64.Build.0 = Debug|x64
+		{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|Win32.ActiveCfg = Release|Win32
+		{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|Win32.Build.0 = Release|Win32
+		{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.ActiveCfg = Release|x64
+		{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.Build.0 = Release|x64
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE

+ 2 - 2
imgui.cpp

@@ -1,4 +1,4 @@
-// dear imgui, v1.91.4
+// dear imgui, v1.91.5 WIP
 // (main code and documentation)
 
 // Help:
@@ -22212,7 +22212,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
     for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
     {
         ImRect r = window->NavRectRel[layer];
-        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
+        if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y)
             BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
         else
             BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);

+ 3 - 3
imgui.h

@@ -1,4 +1,4 @@
-// dear imgui, v1.91.4
+// dear imgui, v1.91.5 WIP
 // (headers)
 
 // Help:
@@ -28,8 +28,8 @@
 
 // Library Version
 // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
-#define IMGUI_VERSION       "1.91.4"
-#define IMGUI_VERSION_NUM   19140
+#define IMGUI_VERSION       "1.91.5 WIP"
+#define IMGUI_VERSION_NUM   19141
 #define IMGUI_HAS_TABLE
 #define IMGUI_HAS_VIEWPORT          // Viewport WIP branch
 #define IMGUI_HAS_DOCK              // Docking WIP branch

+ 1 - 1
imgui_demo.cpp

@@ -1,4 +1,4 @@
-// dear imgui, v1.91.4
+// dear imgui, v1.91.5 WIP
 // (demo code)
 
 // Help:

+ 1 - 1
imgui_draw.cpp

@@ -1,4 +1,4 @@
-// dear imgui, v1.91.4
+// dear imgui, v1.91.5 WIP
 // (drawing and font code)
 
 /*

+ 1 - 1
imgui_internal.h

@@ -1,4 +1,4 @@
-// dear imgui, v1.91.4
+// dear imgui, v1.91.5 WIP
 // (internal structures/api)
 
 // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.

+ 1 - 1
imgui_tables.cpp

@@ -1,4 +1,4 @@
-// dear imgui, v1.91.4
+// dear imgui, v1.91.5 WIP
 // (tables and columns code)
 
 /*

+ 1 - 1
imgui_widgets.cpp

@@ -1,4 +1,4 @@
-// dear imgui, v1.91.4
+// dear imgui, v1.91.5 WIP
 // (widgets code)
 
 /*