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Merge branch 'examples_refactor2' into viewport (#1870)
# Conflicts: # examples/README.txt # examples/directx11_example/main.cpp # examples/directx12_example/main.cpp # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx12.cpp # examples/imgui_impl_glfw.cpp # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl2.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_sdl2.cpp # examples/imgui_impl_sdl2.h # examples/imgui_impl_vulkan.cpp # examples/imgui_impl_vulkan.h # examples/imgui_impl_win32.cpp # examples/imgui_impl_win32.h # examples/opengl2_example/main.cpp # examples/opengl3_example/main.cpp # examples/sdl_opengl2_example/main.cpp # examples/sdl_opengl3_example/main.cpp # examples/sdl_vulkan_example/main.cpp # examples/vulkan_example/main.cpp # imgui.cpp # imgui.h
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@ -13,7 +13,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-XX-XX: DirectX11: Offset projection matrix and clipping rectangle by draw_data->DisplayPos (which will be non-zero for multi-viewport applications).
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// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
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// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2016-05-07: DirectX11: Disabling depth-write.
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@ -47,7 +48,7 @@ static int g_VertexBufferSize = 5000, g_IndexBufferSize = 1
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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float mvp[4][4];
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};
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// Forward Declarations
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@ -109,7 +110,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->Unmap(g_pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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@ -203,7 +204,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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ImVec2 display_pos = draw_data->DisplayPos;
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ImVec2 pos = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -218,9 +219,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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else
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{
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// Apply scissor/clipping rectangle
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const ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - display_pos.x, pcmd->ClipRect.y - display_pos.y, pcmd->ClipRect.z - display_pos.x, pcmd->ClipRect.w - display_pos.y);
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const D3D11_RECT clip_rect_dx = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
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ctx->RSSetScissorRects(1, &clip_rect_dx);
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const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
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@ -494,6 +494,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX11_InitPlatformInterface();
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return true;
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}
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