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Merge branch 'master' into viewport

# Conflicts:
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_win32.cpp
#	imgui.h
omar 6 years ago
parent
commit
afeefadb4e

+ 8 - 4
.github/issue_template.md

@@ -11,15 +11,18 @@ https://discourse.dearimgui.org/c/getting-started
 
 
 ----
 ----
 
 
+_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
+
 **Version/Branch of Dear ImGui:**
 **Version/Branch of Dear ImGui:**
 
 
-XXX
+Version: XXX
+Branch: XXX _(master/viewport/docking/etc.)_
 
 
-**Back-end file/Renderer/OS:** _(or specify if you are using a custom engine back-end)_
+**Back-end/Renderer/Compiler/OS** 
 
 
-Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp
-OS: XXX 
+Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
 Compiler: XXX _(if the question is related to building)_
 Compiler: XXX _(if the question is related to building)_
+Operating System: XXX 
 
 
 **My Issue/Question:** _(please provide context)_
 **My Issue/Question:** _(please provide context)_
 
 
@@ -27,6 +30,7 @@ XXX
 
 
 **Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
 **Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
 ```
 ```
+// Please do not forget this!
 ImGui::Begin("Example Bug");
 ImGui::Begin("Example Bug");
 MoreCodeToExplainMyIssue();
 MoreCodeToExplainMyIssue();
 ImGui::End();
 ImGui::End();

+ 5 - 0
docs/CHANGELOG.txt

@@ -37,6 +37,11 @@ Breaking Changes:
 
 
 Other Changes:
 Other Changes:
 
 
+- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap]
+- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file. 
+- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window.
+- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports.
+- Fixed build issue with osxcross and macOS. (#2218) [@dos1]
 - Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
 - Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
 
 
 
 

+ 2 - 0
examples/imgui_impl_allegro5.cpp

@@ -15,6 +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)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
 //  2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
 //  2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
 //  2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 //  2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 //  2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
 //  2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
@@ -231,6 +232,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
     // Setup back-end capabilities flags
     // Setup back-end capabilities flags
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
+    io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
 
 
     // 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.

+ 6 - 3
examples/imgui_impl_dx10.cpp

@@ -12,6 +12,7 @@
 // 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
 //  2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
 //  2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
 //  2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
 //  2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 //  2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@@ -469,6 +470,11 @@ void    ImGui_ImplDX10_InvalidateDeviceObjects()
 
 
 bool    ImGui_ImplDX10_Init(ID3D10Device* device)
 bool    ImGui_ImplDX10_Init(ID3D10Device* device)
 {
 {
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
+    io.BackendRendererName = "imgui_impl_dx10";
+
     // Get factory from device
     // Get factory from device
     IDXGIDevice* pDXGIDevice = NULL;
     IDXGIDevice* pDXGIDevice = NULL;
     IDXGIAdapter* pDXGIAdapter = NULL;
     IDXGIAdapter* pDXGIAdapter = NULL;
@@ -484,9 +490,6 @@ bool    ImGui_ImplDX10_Init(ID3D10Device* device)
     if (pDXGIDevice) pDXGIDevice->Release();
     if (pDXGIDevice) pDXGIDevice->Release();
     if (pDXGIAdapter) pDXGIAdapter->Release();
     if (pDXGIAdapter) pDXGIAdapter->Release();
 
 
-    // Setup back-end capabilities flags
-    ImGuiIO& io = ImGui::GetIO();
-    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplDX10_InitPlatformInterface();
         ImGui_ImplDX10_InitPlatformInterface();
     return true;
     return true;

+ 6 - 3
examples/imgui_impl_dx11.cpp

@@ -12,6 +12,7 @@
 // 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
 //  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
 //  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
 //  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
 //  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
 //  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
@@ -476,6 +477,11 @@ void    ImGui_ImplDX11_InvalidateDeviceObjects()
 
 
 bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
 bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
 {
 {
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
+    io.BackendRendererName = "imgui_impl_dx11";
+
     // Get factory from device
     // Get factory from device
     IDXGIDevice* pDXGIDevice = NULL;
     IDXGIDevice* pDXGIDevice = NULL;
     IDXGIAdapter* pDXGIAdapter = NULL;
     IDXGIAdapter* pDXGIAdapter = NULL;
@@ -492,9 +498,6 @@ bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
     if (pDXGIDevice) pDXGIDevice->Release();
     if (pDXGIDevice) pDXGIDevice->Release();
     if (pDXGIAdapter) pDXGIAdapter->Release();
     if (pDXGIAdapter) pDXGIAdapter->Release();
 
 
-    // Setup back-end capabilities flags
-    ImGuiIO& io = ImGui::GetIO();
-    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplDX11_InitPlatformInterface();
         ImGui_ImplDX11_InitPlatformInterface();
 
 

+ 6 - 4
examples/imgui_impl_dx12.cpp

@@ -12,6 +12,7 @@
 
 
 // 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)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
 //  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
 //  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
 //  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
 //  2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
 //  2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
@@ -590,6 +591,11 @@ void    ImGui_ImplDX12_InvalidateDeviceObjects()
 bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
 bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
 {
 {
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished..
+    io.BackendRendererName = "imgui_impl_dx12";
+
     g_pd3dDevice = device;
     g_pd3dDevice = device;
     g_RTVFormat = rtv_format;
     g_RTVFormat = rtv_format;
     g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
     g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
@@ -607,10 +613,6 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
         g_pFrameResources[i].IndexBufferSize = 10000;
         g_pFrameResources[i].IndexBufferSize = 10000;
     }
     }
 
 
-    // Setup back-end capabilities flags
-    // FIXME-VIEWPORT: Actually unfinished..
-    ImGuiIO& io = ImGui::GetIO();
-    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplDX12_InitPlatformInterface();
         ImGui_ImplDX12_InitPlatformInterface();
 
 

+ 4 - 0
examples/imgui_impl_dx9.cpp

@@ -10,6 +10,7 @@
 
 
 // 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)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
 //  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
 //  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 //  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 //  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
 //  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
@@ -199,6 +200,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
 
 
 bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
 bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
 {
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_dx9";
+
     g_pd3dDevice = device;
     g_pd3dDevice = device;
     return true;
     return true;
 }
 }

+ 3 - 0
examples/imgui_impl_freeglut.cpp

@@ -11,6 +11,7 @@
 
 
 // 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)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-03-22: Added FreeGLUT Platform binding.
 //  2018-03-22: Added FreeGLUT Platform binding.
 
 
 #include "imgui.h"
 #include "imgui.h"
@@ -26,6 +27,8 @@ static int g_Time = 0;          // Current time, in milliseconds
 bool ImGui_ImplFreeGLUT_Init()
 bool ImGui_ImplFreeGLUT_Init()
 {
 {
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
+    io.BackendPlatformName ="imgui_impl_freeglut";
+
     g_Time = 0;
     g_Time = 0;
 
 
     // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
     // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.

+ 2 - 0
examples/imgui_impl_glfw.cpp

@@ -16,6 +16,7 @@
 // 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
 //  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
 //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
 //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
@@ -143,6 +144,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
 #if GLFW_HAS_GLFW_HOVERED
 #if GLFW_HAS_GLFW_HOVERED
     io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
     io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
 #endif
 #endif
+    io.BackendPlatformName = "imgui_impl_glfw";
 
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;

+ 5 - 2
examples/imgui_impl_marmalade.cpp

@@ -10,6 +10,7 @@
 
 
 // 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)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
 //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
 //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
@@ -42,7 +43,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
     draw_data->ScaleClipRects(io.DisplayFramebufferScale);
 
 
     // Render command lists
     // Render command lists
-    for(int n = 0; n < draw_data->CmdListsCount; n++)
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
     {
     {
         const ImDrawList* cmd_list = draw_data->CmdLists[n];
         const ImDrawList* cmd_list = draw_data->CmdLists[n];
         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
@@ -51,7 +52,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
         CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
         CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
         CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
         CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
 
 
-        for( int i=0; i < nVert; i++ )
+        for (int i = 0; i < nVert; i++)
         {
         {
             // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
             // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
             pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
             pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
@@ -214,6 +215,8 @@ void    ImGui_Marmalade_InvalidateDeviceObjects()
 bool    ImGui_Marmalade_Init(bool install_callbacks)
 bool    ImGui_Marmalade_Init(bool install_callbacks)
 {
 {
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
+    io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
+
     io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
     io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
     io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
     io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;

+ 4 - 0
examples/imgui_impl_metal.mm

@@ -12,6 +12,7 @@
 
 
 // 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)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-07-05: Metal: Added new Metal backend implementation.
 //  2018-07-05: Metal: Added new Metal backend implementation.
 
 
 #include "imgui.h"
 #include "imgui.h"
@@ -67,6 +68,9 @@ static MetalContext *g_sharedMetalContext = nil;
 
 
 bool ImGui_ImplMetal_Init(id<MTLDevice> device)
 bool ImGui_ImplMetal_Init(id<MTLDevice> device)
 {
 {
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendRendererName = "imgui_impl_metal";
+
     static dispatch_once_t onceToken;
     static dispatch_once_t onceToken;
     dispatch_once(&onceToken, ^{
     dispatch_once(&onceToken, ^{
         g_sharedMetalContext = [[MetalContext alloc] init];
         g_sharedMetalContext = [[MetalContext alloc] init];

+ 2 - 0
examples/imgui_impl_opengl2.cpp

@@ -20,6 +20,7 @@
 // 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
 //  2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
 //  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
 //  2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
 //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
 //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@@ -62,6 +63,7 @@ bool    ImGui_ImplOpenGL2_Init()
     // Setup back-end capabilities flags
     // Setup back-end capabilities flags
     ImGuiIO& io = ImGui::GetIO();
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
+    io.BackendRendererName = "imgui_impl_opengl2";
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplOpenGL2_InitPlatformInterface();
         ImGui_ImplOpenGL2_InitPlatformInterface();
     return true;
     return true;

+ 6 - 3
examples/imgui_impl_opengl3.cpp

@@ -13,6 +13,7 @@
 // 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
 //  2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
 //  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
 //  2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
 //  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
 //  2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
@@ -106,6 +107,11 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
 // Functions
 // Functions
 bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
 bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
 {
 {
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
+    io.BackendRendererName = "imgui_impl_opengl3";
+
     // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
     // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
 #ifdef USE_GL_ES3
 #ifdef USE_GL_ES3
     if (glsl_version == NULL)
     if (glsl_version == NULL)
@@ -118,9 +124,6 @@ bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
     strcpy(g_GlslVersionString, glsl_version);
     strcpy(g_GlslVersionString, glsl_version);
     strcat(g_GlslVersionString, "\n");
     strcat(g_GlslVersionString, "\n");
 
 
-    // Setup back-end capabilities flags
-    ImGuiIO& io = ImGui::GetIO();
-    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplOpenGL3_InitPlatformInterface();
         ImGui_ImplOpenGL3_InitPlatformInterface();
 
 

+ 2 - 0
examples/imgui_impl_osx.mm

@@ -13,6 +13,7 @@
 
 
 // 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)
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-07-07: Initial version.
 //  2018-07-07: Initial version.
 
 
 // Data
 // Data
@@ -28,6 +29,7 @@ bool ImGui_ImplOSX_Init()
     //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
     //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
     //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
     //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
     //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
     //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
+    io.BackendPlatformName = "imgui_impl_osx";
 
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
     const int offset_for_function_keys = 256 - 0xF700;
     const int offset_for_function_keys = 256 - 0xF700;

+ 2 - 0
examples/imgui_impl_sdl.cpp

@@ -19,6 +19,7 @@
 // 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
 //  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
 //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
 //  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
@@ -154,6 +155,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
 #if SDL_HAS_CAPTURE_MOUSE
 #if SDL_HAS_CAPTURE_MOUSE
     io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)
     io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)
 #endif
 #endif
+    io.BackendPlatformName = "imgui_impl_sdl";
 
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
     io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;

+ 6 - 3
examples/imgui_impl_vulkan.cpp

@@ -14,6 +14,7 @@
 
 
 // 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)
+//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
 //  2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
 //  2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
 //  2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
 //  2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
 //  2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
@@ -700,6 +701,11 @@ void    ImGui_ImplVulkan_InvalidateDeviceObjects()
 
 
 bool    ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
 bool    ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
 {
 {
+    // Setup back-end capabilities flags
+    ImGuiIO& io = ImGui::GetIO();
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
+    io.BackendRendererName = "imgui_impl_vulkan";
+
     IM_ASSERT(info->Instance != VK_NULL_HANDLE);
     IM_ASSERT(info->Instance != VK_NULL_HANDLE);
     IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
     IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
     IM_ASSERT(info->Device != VK_NULL_HANDLE);
     IM_ASSERT(info->Device != VK_NULL_HANDLE);
@@ -720,9 +726,6 @@ bool    ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
 
 
     ImGui_ImplVulkan_CreateDeviceObjects();
     ImGui_ImplVulkan_CreateDeviceObjects();
 
 
-    // Setup back-end capabilities flags
-    ImGuiIO& io = ImGui::GetIO();
-    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         ImGui_ImplVulkan_InitPlatformInterface();
         ImGui_ImplVulkan_InitPlatformInterface();
 
 

+ 2 - 0
examples/imgui_impl_win32.cpp

@@ -20,6 +20,7 @@
 // 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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
 //  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
 //  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
 //  2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
 //  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
 //  2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
@@ -61,6 +62,7 @@ bool    ImGui_ImplWin32_Init(void* hwnd)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
     io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
     io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
     io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
+    io.BackendPlatformName = "imgui_impl_win32";
 
 
     // Our mouse update function expect PlatformHandle to be filled for the main viewport
     // Our mouse update function expect PlatformHandle to be filled for the main viewport
     g_hWnd = (HWND)hwnd;
     g_hWnd = (HWND)hwnd;

+ 12 - 7
imgui.cpp

@@ -1115,7 +1115,8 @@ ImGuiIO::ImGuiIO()
     ConfigInputTextCursorBlink = true;
     ConfigInputTextCursorBlink = true;
     ConfigResizeWindowsFromEdges = false;
     ConfigResizeWindowsFromEdges = false;
 
 
-    // Settings (User Functions)
+    // Platform Functions
+    BackendPlatformName = BackendRendererName = NULL;
     GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
     GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
     SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
     SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
     ClipboardUserData = NULL;
     ClipboardUserData = NULL;
@@ -1124,7 +1125,7 @@ ImGuiIO::ImGuiIO()
     RenderDrawListsFn = NULL;
     RenderDrawListsFn = NULL;
 #endif
 #endif
 
 
-    // Input (NB: we already have memset zero the entire structure)
+    // Input (NB: we already have memset zero the entire structure!)
     MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
     MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
     MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
     MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
     MouseDragThreshold = 6.0f;
     MouseDragThreshold = 6.0f;
@@ -5616,13 +5617,15 @@ void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
     ImGuiContext& g = *GImGui;
     ImGuiContext& g = *GImGui;
     for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
     for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
     {
     {
+        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
         ImGuiWindow* window = g.WindowsFocusOrder[i];
         ImGuiWindow* window = g.WindowsFocusOrder[i];
         if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
         if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
-        {
-            ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
-            FocusWindow(focus_window);
-            return;
-        }
+            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
+            {
+                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
+                FocusWindow(focus_window);
+                return;
+            }
     }
     }
 }
 }
 
 
@@ -5999,6 +6002,8 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
 }
 }
 
 
 // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
 // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
+// If you want a window to never be focused, you may use the e.g. NoInputs flag.
 bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
 bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
 {
 {
     return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
     return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);

+ 21 - 13
imgui.h

@@ -211,7 +211,8 @@ namespace ImGui
 
 
     // Demo, Debug, Information
     // Demo, Debug, Information
     IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
     IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
-    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
+    IMGUI_API void          ShowAboutWindow(bool* p_open = NULL);       // create about window. display Dear ImGui version, credits and build/system information.
+    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
     IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
     IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
     IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
     IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
     IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
     IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
@@ -1172,7 +1173,7 @@ struct ImGuiIO
     //------------------------------------------------------------------
     //------------------------------------------------------------------
 
 
     ImGuiConfigFlags   ConfigFlags;         // = 0                  // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
     ImGuiConfigFlags   ConfigFlags;         // = 0                  // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
-    ImGuiBackendFlags  BackendFlags;        // = 0                  // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end to communicate features supported by the back-end.
+    ImGuiBackendFlags  BackendFlags;        // = 0                  // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
     ImVec2        DisplaySize;              // <unset>              // Main display size, in pixels. Used e.g. to clamp windows positions. This is the default viewport. Use BeginViewport() for other viewports.
     ImVec2        DisplaySize;              // <unset>              // Main display size, in pixels. Used e.g. to clamp windows positions. This is the default viewport. Use BeginViewport() for other viewports.
     float         DeltaTime;                // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.
     float         DeltaTime;                // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.
     float         IniSavingRate;            // = 5.0f               // Minimum time between saving positions/sizes to .ini file, in seconds.
     float         IniSavingRate;            // = 5.0f               // Minimum time between saving positions/sizes to .ini file, in seconds.
@@ -1199,10 +1200,15 @@ struct ImGuiIO
     bool          ConfigResizeWindowsFromEdges; // = false          // [BETA] Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the ImGuiWindowFlags_ResizeFromAnySide flag)
     bool          ConfigResizeWindowsFromEdges; // = false          // [BETA] Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the ImGuiWindowFlags_ResizeFromAnySide flag)
 
 
     //------------------------------------------------------------------
     //------------------------------------------------------------------
-    // Settings (User Functions)
+    // Platform Functions
+    // (the imgui_impl_xxxx back-end files are setting those up for you)
     //------------------------------------------------------------------
     //------------------------------------------------------------------
 
 
-    // Optional: access OS clipboard
+    // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window)
+    const char* BackendPlatformName;
+    const char* BackendRendererName;
+
+    // Optional: Access OS clipboard
     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
     const char* (*GetClipboardTextFn)(void* user_data);
     const char* (*GetClipboardTextFn)(void* user_data);
     void        (*SetClipboardTextFn)(void* user_data, const char* text);
     void        (*SetClipboardTextFn)(void* user_data, const char* text);
@@ -1262,7 +1268,7 @@ struct ImGuiIO
     // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
     // [Internal] ImGui will maintain those fields. Forward compatibility not guaranteed!
     //------------------------------------------------------------------
     //------------------------------------------------------------------
 
 
-    ImVec2      MousePosPrev;               // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
+    ImVec2      MousePosPrev;               // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
     ImVec2      MouseClickedPos[5];         // Position at time of clicking
     ImVec2      MouseClickedPos[5];         // Position at time of clicking
     double      MouseClickedTime[5];        // Time of last click (used to figure out double-click)
     double      MouseClickedTime[5];        // Time of last click (used to figure out double-click)
     bool        MouseClicked[5];            // Mouse button went from !Down to Down
     bool        MouseClicked[5];            // Mouse button went from !Down to Down
@@ -1389,7 +1395,7 @@ namespace ImGui
     static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
     static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
     static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
     static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
 }
 }
-typedef ImGuiInputTextCallback      ImGuiTextEditCallback;      // [OBSOLETE 1.63+] Made the names consistent
+typedef ImGuiInputTextCallback      ImGuiTextEditCallback;      // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
 typedef ImGuiInputTextCallbackData  ImGuiTextEditCallbackData;
 typedef ImGuiInputTextCallbackData  ImGuiTextEditCallbackData;
 #endif
 #endif
 
 
@@ -1450,7 +1456,7 @@ public:
         Capacity = new_capacity;
         Capacity = new_capacity;
     }
     }
 
 
-    // NB: It is forbidden to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
+    // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
     inline void         push_back(const value_type& v)                  { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
     inline void         push_back(const value_type& v)                  { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
     inline void         pop_back()                                      { IM_ASSERT(Size > 0); Size--; }
     inline void         pop_back()                                      { IM_ASSERT(Size > 0); Size--; }
     inline void         push_front(const value_type& v)                 { if (Size == 0) push_back(v); else insert(Data, v); }
     inline void         push_front(const value_type& v)                 { if (Size == 0) push_back(v); else insert(Data, v); }
@@ -1659,9 +1665,10 @@ struct ImColor
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
 // Draw callbacks for advanced uses.
 // Draw callbacks for advanced uses.
-// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
-// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
-// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
+// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
+// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state, 
+// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
+// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
 typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
 
 
 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
 // Typically, 1 command = 1 GPU draw call (unless command is a callback)
@@ -1676,7 +1683,7 @@ struct ImDrawCmd
     ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
     ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
 };
 };
 
 
-// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
+// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
 #ifndef ImDrawIdx
 #ifndef ImDrawIdx
 typedef unsigned short ImDrawIdx;
 typedef unsigned short ImDrawIdx;
 #endif
 #endif
@@ -1720,8 +1727,9 @@ enum ImDrawCornerFlags_
 
 
 enum ImDrawListFlags_
 enum ImDrawListFlags_
 {
 {
-    ImDrawListFlags_AntiAliasedLines = 1 << 0,
-    ImDrawListFlags_AntiAliasedFill  = 1 << 1
+    ImDrawListFlags_None             = 0,
+    ImDrawListFlags_AntiAliasedLines = 1 << 0,  // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
+    ImDrawListFlags_AntiAliasedFill  = 1 << 1   // Filled shapes have anti-aliased edges (*2 the number of vertices)
 };
 };
 
 
 // Draw command list
 // Draw command list

+ 122 - 9
imgui_demo.cpp

@@ -27,6 +27,7 @@ Index of this file:
 
 
 // [SECTION] Forward Declarations, Helpers
 // [SECTION] Forward Declarations, Helpers
 // [SECTION] Demo Window / ShowDemoWindow()
 // [SECTION] Demo Window / ShowDemoWindow()
+// [SECTION] About Window / ShowAboutWindow()
 // [SECTION] Style Editor / ShowStyleEditor()
 // [SECTION] Style Editor / ShowStyleEditor()
 // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
 // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
 // [SECTION] Example App: Debug Console / ShowExampleAppConsole()
 // [SECTION] Example App: Debug Console / ShowExampleAppConsole()
@@ -198,15 +199,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
 
 
     if (show_app_metrics)             { ImGui::ShowMetricsWindow(&show_app_metrics); }
     if (show_app_metrics)             { ImGui::ShowMetricsWindow(&show_app_metrics); }
     if (show_app_style_editor)        { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
     if (show_app_style_editor)        { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
-    if (show_app_about)
-    {
-        ImGui::Begin("About Dear ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize);
-        ImGui::Text("Dear ImGui, %s", ImGui::GetVersion());
-        ImGui::Separator();
-        ImGui::Text("By Omar Cornut and all dear imgui contributors.");
-        ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
-        ImGui::End();
-    }
+    if (show_app_about)               { ShowAboutWindow(&show_app_about); }
 
 
     // Demonstrate the various window flags. Typically you would just use the default!
     // Demonstrate the various window flags. Typically you would just use the default!
     static bool no_titlebar = false;
     static bool no_titlebar = false;
@@ -2467,6 +2460,125 @@ static void ShowDemoWindowMisc()
     }
     }
 }
 }
 
 
+//-----------------------------------------------------------------------------
+// [SECTION] About Window / ShowAboutWindow()
+// Access from ImGui Demo -> Help -> About
+//-----------------------------------------------------------------------------
+
+void ImGui::ShowAboutWindow(bool* p_open)
+{
+    ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize);
+    ImGui::Text("Dear ImGui, %s", ImGui::GetVersion());
+    ImGui::Separator();
+    ImGui::Text("By Omar Cornut and all dear imgui contributors.");
+    ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
+
+    static bool show_config_info = false;
+    ImGui::Checkbox("Config/Build Information", &show_config_info);
+    if (show_config_info)
+    {
+        ImGuiIO& io = ImGui::GetIO();
+        ImGuiStyle& style = ImGui::GetStyle();
+
+        bool copy_to_clipboard = ImGui::Button("Copy to clipboard");
+        ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove);
+        if (copy_to_clipboard)
+            ImGui::LogToClipboard();
+
+        ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
+        ImGui::Separator();
+        ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));
+        ImGui::Text("define: __cplusplus=%d", (int)__cplusplus);
+#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_MATH_FUNCTIONS
+        ImGui::Text("define: IMGUI_DISABLE_MATH_FUNCTIONS");
+#endif
+#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS
+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");
+#endif
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+        ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR");
+#endif
+#ifdef _WIN32
+        ImGui::Text("define: _WIN32");
+#endif
+#ifdef _WIN64
+        ImGui::Text("define: _WIN64");
+#endif
+#ifdef __linux__
+        ImGui::Text("define: __linux__");
+#endif
+#ifdef __APPLE__
+        ImGui::Text("define: __APPLE__");
+#endif
+#ifdef _MSC_VER
+        ImGui::Text("define: _MSC_VER=%d", _MSC_VER);
+#endif
+#ifdef __MINGW32__
+        ImGui::Text("define: __MINGW32__");
+#endif
+#ifdef __MINGW64__
+        ImGui::Text("define: __MINGW64__");
+#endif
+#ifdef __GNUC__
+        ImGui::Text("define: __GNUC__=%d", (int)__GNUC__);
+#endif
+#ifdef __clang_version__
+        ImGui::Text("define: __clang_version__=%s", __clang_version__);
+#endif
+        ImGui::Separator();
+        ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags);
+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)    ImGui::Text(" NavEnableKeyboard");
+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)     ImGui::Text(" NavEnableGamepad");
+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos");
+        if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard");
+        if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)              ImGui::Text(" NoMouse");
+        if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)  ImGui::Text(" NoMouseCursorChange");
+        if (io.ConfigFlags & ImGuiConfigFlags_IsSRGB)               ImGui::Text(" IsSRGB");
+        if (io.ConfigFlags & ImGuiConfigFlags_IsTouchScreen)        ImGui::Text(" IsTouchScreen");
+        if (io.MouseDrawCursor)                                     ImGui::Text(" MouseDrawCursor");
+        if (io.ConfigMacOSXBehaviors)                               ImGui::Text(" ConfigMacOSXBehaviors");
+        if (io.ConfigInputTextCursorBlink)                          ImGui::Text(" ConfigInputTextCursorBlink");
+        if (io.ConfigResizeWindowsFromEdges)                        ImGui::Text(" ConfigResizeWindowsFromEdges");
+        ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);
+        if (io.BackendFlags & ImGuiBackendFlags_HasGamepad)         ImGui::Text(" HasGamepad");
+        if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)    ImGui::Text(" HasMouseCursors");
+        if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)     ImGui::Text(" HasSetMousePos");
+        ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
+        ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
+        ImGui::Separator();
+        ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
+        ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
+        ImGui::Separator();
+        ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y);
+        ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize);
+        ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y);
+        ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding);
+        ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize);
+        ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y);
+        ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);
+
+        if (copy_to_clipboard)
+            ImGui::LogFinish();
+        ImGui::EndChildFrame();
+    }
+    ImGui::End();
+}
+
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 // [SECTION] Style Editor / ShowStyleEditor()
 // [SECTION] Style Editor / ShowStyleEditor()
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
@@ -3666,6 +3778,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
 // End of Demo code
 // End of Demo code
 #else
 #else
 
 
+void ImGui::ShowAboutWindow(bool*) {}
 void ImGui::ShowDemoWindow(bool*) {}
 void ImGui::ShowDemoWindow(bool*) {}
 void ImGui::ShowUserGuide() {}
 void ImGui::ShowUserGuide() {}
 void ImGui::ShowStyleEditor(ImGuiStyle*) {}
 void ImGui::ShowStyleEditor(ImGuiStyle*) {}

+ 1 - 1
imgui_internal.h

@@ -800,7 +800,7 @@ struct ImGuiContext
     ImGuiID                 NavJustTabbedId;                    // Just tabbed to this id.
     ImGuiID                 NavJustTabbedId;                    // Just tabbed to this id.
     ImGuiID                 NavJustMovedToId;                   // Just navigated to this id (result of a successfully MoveRequest)
     ImGuiID                 NavJustMovedToId;                   // Just navigated to this id (result of a successfully MoveRequest)
     ImGuiID                 NavNextActivateId;                  // Set by ActivateItem(), queued until next frame
     ImGuiID                 NavNextActivateId;                  // Set by ActivateItem(), queued until next frame
-    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode?
+    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
     ImRect                  NavScoringRectScreen;               // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
     ImRect                  NavScoringRectScreen;               // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
     int                     NavScoringCount;                    // Metrics for debugging
     int                     NavScoringCount;                    // Metrics for debugging
     ImGuiWindow*            NavWindowingTarget;                 // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
     ImGuiWindow*            NavWindowingTarget;                 // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.

+ 1 - 1
imgui_widgets.cpp

@@ -1153,7 +1153,7 @@ void ImGui::Separator()
     window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator));
     window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator));
 
 
     if (g.LogEnabled)
     if (g.LogEnabled)
-        LogRenderedText(NULL, IM_NEWLINE "--------------------------------");
+        LogRenderedText(&bb.Min, "--------------------------------");
 
 
     if (window->DC.ColumnsSet)
     if (window->DC.ColumnsSet)
     {
     {