1
0
mirror of https://github.com/Drezil/imgui.git synced 2024-12-24 16:46:36 +00:00

Viewport: Added PlatformHandleRaw. Update SDL+DX11 example. (, )

This commit is contained in:
Vincent Hamm 2019-06-17 21:03:00 -07:00 committed by omar
parent 2cbc0f1287
commit 3e8eebfbec
3 changed files with 19 additions and 2 deletions

View File

@ -564,7 +564,13 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
viewport->RendererUserData = data;
HWND hwnd = (HWND)viewport->PlatformHandle;
// When using SDL, PlatformHandleRaw will be the HWND (because PlatformHandle would be the SDL_Window)
// If not using SDL, PlatformHandleRaw will be null and PlatformHandle will contain the HWND
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
if (hwnd == 0)
{
hwnd = (HWND)viewport->PlatformHandle;
}
IM_ASSERT(hwnd != 0);
// Create swap chain

View File

@ -456,6 +456,16 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(data->Window, backup_context);
viewport->PlatformHandle = (void*)data->Window;
#if defined(_WIN32)
// save the window handle for render that needs it (directX)
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(data->Window, &info))
{
viewport->PlatformHandleRaw = info.info.win.window;
}
#endif
}
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)

View File

@ -2399,11 +2399,12 @@ struct ImGuiViewport
void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
void* PlatformHandleRaw; // void* to hold the platfor-native windows handle (e.g. the HWND) when using an abstraction layer like SDL (where PlatformHandle would be a SDL_Window*)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
};