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@ -564,7 +564,13 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
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ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
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ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
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viewport->RendererUserData = data;
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viewport->RendererUserData = data;
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HWND hwnd = (HWND)viewport->PlatformHandle;
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// When using SDL, PlatformHandleRaw will be the HWND (because PlatformHandle would be the SDL_Window)
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// If not using SDL, PlatformHandleRaw will be null and PlatformHandle will contain the HWND
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HWND hwnd = (HWND)viewport->PlatformHandleRaw;
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if (hwnd == 0)
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{
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hwnd = (HWND)viewport->PlatformHandle;
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}
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IM_ASSERT(hwnd != 0);
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IM_ASSERT(hwnd != 0);
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// Create swap chain
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// Create swap chain
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@ -456,6 +456,16 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
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if (use_opengl && backup_context)
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if (use_opengl && backup_context)
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SDL_GL_MakeCurrent(data->Window, backup_context);
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SDL_GL_MakeCurrent(data->Window, backup_context);
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viewport->PlatformHandle = (void*)data->Window;
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viewport->PlatformHandle = (void*)data->Window;
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#if defined(_WIN32)
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// save the window handle for render that needs it (directX)
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (SDL_GetWindowWMInfo(data->Window, &info))
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{
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viewport->PlatformHandleRaw = info.info.win.window;
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}
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#endif
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}
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}
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static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
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static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
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3
imgui.h
3
imgui.h
@ -2399,11 +2399,12 @@ struct ImGuiViewport
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GlfwWindow*, SDL_Window*)
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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*)
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bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
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bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
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bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
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bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
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ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
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};
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};
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