Backends: Viewports: renamed viewport storage structures ImGuiViewportDataXXXX -> ImGui_ImplXXXX_ViewportData and locals (matching naming convention in 70c60385)

This commit is contained in:
ocornut
2021-06-29 15:34:54 +02:00
parent 0f7eb00f67
commit 36a0d1028c
9 changed files with 397 additions and 397 deletions

View File

@ -393,52 +393,52 @@ void ImGui_ImplDX9_NewFrame()
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGuiViewportDataDx9
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
D3DPRESENT_PARAMETERS d3dpp;
ImGuiViewportDataDx9() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); }
ImGui_ImplDX9_ViewportData() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == NULL); }
};
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
viewport->RendererUserData = data;
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
data->d3dpp.Windowed = TRUE;
data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
data->d3dpp.hDeviceWindow = hwnd;
data->d3dpp.EnableAutoDepthStencil = FALSE;
data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
vd->d3dpp.Windowed = TRUE;
vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
vd->d3dpp.hDeviceWindow = hwnd;
vd->d3dpp.EnableAutoDepthStencil = FALSE;
vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
IM_ASSERT(data->SwapChain != NULL);
IM_ASSERT(vd->SwapChain != NULL);
}
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
if (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData)
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
{
if (data->SwapChain)
data->SwapChain->Release();
data->SwapChain = NULL;
ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
IM_DELETE(data);
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = NULL;
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
IM_DELETE(vd);
}
viewport->RendererUserData = NULL;
}
@ -446,14 +446,14 @@ static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
if (data->SwapChain)
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
{
data->SwapChain->Release();
data->SwapChain = NULL;
data->d3dpp.BackBufferWidth = (UINT)size.x;
data->d3dpp.BackBufferHeight = (UINT)size.y;
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
vd->SwapChain->Release();
vd->SwapChain = NULL;
vd->d3dpp.BackBufferWidth = (UINT)size.x;
vd->d3dpp.BackBufferHeight = (UINT)size.y;
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
}
}
@ -461,13 +461,13 @@ static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
LPDIRECT3DSURFACE9 render_target = NULL;
LPDIRECT3DSURFACE9 last_render_target = NULL;
LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
bd->pd3dDevice->SetRenderTarget(0, render_target);
@ -491,8 +491,8 @@ static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, 0);
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
HRESULT hr = vd->SwapChain->Present(NULL, NULL, vd->d3dpp.hDeviceWindow, NULL, 0);
// Let main application handle D3DERR_DEVICELOST by resetting the device.
IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
}