// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075)
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend.
// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
// - 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 NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - 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.
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#elif defined(__GNUC__)
@ -303,7 +304,7 @@ namespace ImGui
// Main
IMGUI_APIImGuiIO&GetIO();// access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
IMGUI_APIImGuiStyle&GetStyle();// access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
IMGUI_APIvoidNewFrame();// start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_APIvoidEndFrame();// ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
IMGUI_APIvoidRender();// ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
@ -994,6 +995,7 @@ namespace ImGui
// Debug Utilities
IMGUI_APIvoidDebugTextEncoding(constchar*text);
IMGUI_APIvoidDebugFlashStyleColor(ImGuiColidx);
IMGUI_APIboolDebugCheckVersionAndDataLayout(constchar*version_str,size_tsz_io,size_tsz_style,size_tsz_vec2,size_tsz_vec4,size_tsz_drawvert,size_tsz_drawidx);// This is called by IMGUI_CHECKVERSION() macro.
IM_ASSERT((flags&(ImGuiComboFlags_NoArrowButton|ImGuiComboFlags_NoPreview))!=(ImGuiComboFlags_NoArrowButton|ImGuiComboFlags_NoPreview));// Can't use both flags together
flags|=ImGuiInputTextFlags_AutoSelectAll|ImGuiInputTextFlags_NoMarkEdited;// We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
flags|=ImGuiInputTextFlags_AutoSelectAll|(ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited;// We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
IM_ASSERT(callback_data.BufTextLen==(int)strlen(callback_data.Buf));// You need to maintain BufTextLen if you change the text!
InputTextReconcileUndoStateAfterUserCallback(state,callback_data.Buf,callback_data.BufTextLen);// FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?