From 7658035e5a73c4d8b6dd48c40a7e054cc1586c12 Mon Sep 17 00:00:00 2001 From: omar Date: Fri, 30 Nov 2018 18:18:15 +0100 Subject: [PATCH] About, IO: Added io.BackendPlatformName, io.BackendRendererName for informational/QA purpose. --- .github/issue_template.md | 12 ++++++++---- examples/imgui_impl_allegro5.cpp | 2 ++ examples/imgui_impl_dx10.cpp | 4 ++++ examples/imgui_impl_dx11.cpp | 4 ++++ examples/imgui_impl_dx12.cpp | 4 ++++ examples/imgui_impl_dx9.cpp | 4 ++++ examples/imgui_impl_freeglut.cpp | 3 +++ examples/imgui_impl_glfw.cpp | 2 ++ examples/imgui_impl_marmalade.cpp | 7 +++++-- examples/imgui_impl_metal.mm | 4 ++++ examples/imgui_impl_opengl2.cpp | 3 +++ examples/imgui_impl_opengl3.cpp | 5 +++++ examples/imgui_impl_osx.mm | 2 ++ examples/imgui_impl_sdl.cpp | 2 ++ examples/imgui_impl_vulkan.cpp | 4 ++++ examples/imgui_impl_win32.cpp | 2 ++ imgui.cpp | 1 + imgui.h | 6 +++++- imgui_demo.cpp | 2 ++ 19 files changed, 66 insertions(+), 7 deletions(-) diff --git a/.github/issue_template.md b/.github/issue_template.md index e434a545f..38a595326 100644 --- a/.github/issue_template.md +++ b/.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:** -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)_ +Operating System: XXX **My Issue/Question:** _(please provide context)_ @@ -27,6 +30,7 @@ XXX **Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_ ``` +// Please do not forget this! ImGui::Begin("Example Bug"); MoreCodeToExplainMyIssue(); ImGui::End(); diff --git a/examples/imgui_impl_allegro5.cpp b/examples/imgui_impl_allegro5.cpp index 9a9c58019..004638e80 100644 --- a/examples/imgui_impl_allegro5.cpp +++ b/examples/imgui_impl_allegro5.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (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: 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. @@ -231,6 +232,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; // Create custom vertex declaration. // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats. diff --git a/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp index f8fdef828..f394d61bc 100644 --- a/examples/imgui_impl_dx10.cpp +++ b/examples/imgui_impl_dx10.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (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. // 2018-07-13: 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: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. @@ -463,6 +464,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() bool ImGui_ImplDX10_Init(ID3D10Device* device) { + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx10"; + // Get factory from device IDXGIDevice* pDXGIDevice = NULL; IDXGIAdapter* pDXGIAdapter = NULL; diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp index 052f484f5..eaef797bf 100644 --- a/examples/imgui_impl_dx11.cpp +++ b/examples/imgui_impl_dx11.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (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. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. // 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. @@ -470,6 +471,9 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) { + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx11"; + // Get factory from device IDXGIDevice* pDXGIDevice = NULL; IDXGIAdapter* pDXGIAdapter = NULL; diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp index a59939e08..46d0b8f32 100644 --- a/examples/imgui_impl_dx12.cpp +++ b/examples/imgui_impl_dx12.cpp @@ -12,6 +12,7 @@ // CHANGELOG // (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(). // 2018-06-08: 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). @@ -586,6 +587,9 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() 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) { + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx12"; + g_pd3dDevice = device; g_RTVFormat = rtv_format; g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp index 4aa139d44..5d3287e81 100644 --- a/examples/imgui_impl_dx9.cpp +++ b/examples/imgui_impl_dx9.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (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: 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. @@ -199,6 +200,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_dx9"; + g_pd3dDevice = device; return true; } diff --git a/examples/imgui_impl_freeglut.cpp b/examples/imgui_impl_freeglut.cpp index 4058876a5..2122e307f 100644 --- a/examples/imgui_impl_freeglut.cpp +++ b/examples/imgui_impl_freeglut.cpp @@ -11,6 +11,7 @@ // CHANGELOG // (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. #include "imgui.h" @@ -26,6 +27,8 @@ static int g_Time = 0; // Current time, in milliseconds bool ImGui_ImplFreeGLUT_Init() { ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName ="imgui_impl_freeglut"; + 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. diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp index a4bcc31a5..2122c6018 100644 --- a/examples/imgui_impl_glfw.cpp +++ b/examples/imgui_impl_glfw.cpp @@ -14,6 +14,7 @@ // CHANGELOG // (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. // 2018-11-07: 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. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. @@ -130,6 +131,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_glfw"; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; diff --git a/examples/imgui_impl_marmalade.cpp b/examples/imgui_impl_marmalade.cpp index d3aa69839..45435977b 100644 --- a/examples/imgui_impl_marmalade.cpp +++ b/examples/imgui_impl_marmalade.cpp @@ -10,6 +10,7 @@ // CHANGELOG // (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. // 2018-02-06: 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. @@ -42,7 +43,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) draw_data->ScaleClipRects(io.DisplayFramebufferScale); // 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 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); 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. 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) { 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_LeftArrow] = s3eKeyLeft; io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm index fc6254c0c..ae960e9fe 100644 --- a/examples/imgui_impl_metal.mm +++ b/examples/imgui_impl_metal.mm @@ -10,6 +10,7 @@ // CHANGELOG // (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. #include "imgui.h" @@ -65,6 +66,9 @@ static MetalContext *g_sharedMetalContext = nil; bool ImGui_ImplMetal_Init(id device) { + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_metal"; + static dispatch_once_t onceToken; dispatch_once(&onceToken, ^{ g_sharedMetalContext = [[MetalContext alloc] init]; diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp index 5acf12f1f..7b9d2b80d 100644 --- a/examples/imgui_impl_opengl2.cpp +++ b/examples/imgui_impl_opengl2.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (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. // 2018-08-03: 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: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. @@ -53,6 +54,8 @@ static GLuint g_FontTexture = 0; // Functions bool ImGui_ImplOpenGL2_Init() { + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_opengl2"; return true; } diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp index 353d61e97..917fa8094 100644 --- a/examples/imgui_impl_opengl3.cpp +++ b/examples/imgui_impl_opengl3.cpp @@ -11,6 +11,7 @@ // CHANGELOG // (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. // 2018-11-13: 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. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". @@ -100,6 +101,9 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { + ImGuiIO& io = ImGui::GetIO(); + 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. #ifdef USE_GL_ES3 if (glsl_version == NULL) @@ -111,6 +115,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); + return true; } diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm index b1dbe7c41..39f706c88 100644 --- a/examples/imgui_impl_osx.mm +++ b/examples/imgui_impl_osx.mm @@ -12,6 +12,7 @@ // CHANGELOG // (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. // Data @@ -27,6 +28,7 @@ bool ImGui_ImplOSX_Init() //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_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. const int offset_for_function_keys = 256 - 0xF700; diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp index 2b6d97e03..f948ed267 100644 --- a/examples/imgui_impl_sdl.cpp +++ b/examples/imgui_impl_sdl.cpp @@ -16,6 +16,7 @@ // CHANGELOG // (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. // 2018-11-14: 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. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. @@ -123,6 +124,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window) ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_sdl" // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp index 0746e5b71..dbfbe5ca7 100644 --- a/examples/imgui_impl_vulkan.cpp +++ b/examples/imgui_impl_vulkan.cpp @@ -13,6 +13,7 @@ // CHANGELOG // (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. // 2018-06-22: 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. @@ -695,6 +696,9 @@ void ImGui_ImplVulkan_InvalidateDeviceObjects() bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) { + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_vulkan"; + IM_ASSERT(info->Instance != VK_NULL_HANDLE); IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); IM_ASSERT(info->Device != VK_NULL_HANDLE); diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp index 6cf8d6306..9bf8a81d8 100644 --- a/examples/imgui_impl_win32.cpp +++ b/examples/imgui_impl_win32.cpp @@ -18,6 +18,7 @@ // CHANGELOG // (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. // 2018-06-29: 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). // 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. @@ -52,6 +53,7 @@ bool ImGui_ImplWin32_Init(void* hwnd) ImGuiIO& io = ImGui::GetIO(); io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendPlatformName = "imgui_impl_win32"; io.ImeWindowHandle = hwnd; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. diff --git a/imgui.cpp b/imgui.cpp index a6ca91b11..138749619 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1097,6 +1097,7 @@ ImGuiIO::ImGuiIO() ConfigResizeWindowsFromEdges = false; // Platform Functions + BackendPlatformName = BackendRendererName = NULL; GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; ClipboardUserData = NULL; diff --git a/imgui.h b/imgui.h index 646e07846..72e01dc69 100644 --- a/imgui.h +++ b/imgui.h @@ -1172,6 +1172,10 @@ struct ImGuiIO // (the imgui_impl_xxxx back-end files are setting those up for you) //------------------------------------------------------------------ + // 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) const char* (*GetClipboardTextFn)(void* user_data); @@ -1181,7 +1185,7 @@ struct ImGuiIO // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) // (default to use native imm32 api on Windows) void (*ImeSetInputScreenPosFn)(int x, int y); - void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning. + void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! diff --git a/imgui_demo.cpp b/imgui_demo.cpp index ea82a55ff..2a6293582 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -2547,6 +2547,8 @@ void ImGui::ShowAboutWindow(bool* p_open) 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);