mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 03:47:00 +00:00
Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while.
This commit is contained in:
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@ -9,6 +9,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
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- doc/tips: tips of the day: website? applet in imgui_club?
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- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
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- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
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- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
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- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
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@ -241,7 +241,7 @@
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -61,8 +61,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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@ -43,8 +43,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -86,8 +86,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -171,14 +171,12 @@ int main(int, char**)
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// Rendering
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ImGui::Render();
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int display_w, display_h;
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glfwMakeContextCurrent(window);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwMakeContextCurrent(window);
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glfwSwapBuffers(window);
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}
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@ -372,8 +372,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -107,7 +107,7 @@ int main(int argc, char** argv)
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// Setup Dear ImGui context
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -19,7 +19,7 @@
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{94E991D0-790A-4DAF-B442-AAADE3233C75}</ProjectGuid>
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<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
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<RootNamespace>example_sdl_opengl2</RootNamespace>
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<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
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</PropertyGroup>
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@ -31,14 +31,15 @@ int main(int, char**)
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -55,6 +55,7 @@ int main(int, char**)
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_GLContext gl_context = SDL_GL_CreateContext(window);
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SetSwapInterval(1); // Enable vsync
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// Initialize OpenGL loader
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@ -77,8 +78,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -170,7 +171,6 @@ int main(int, char**)
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// Rendering
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ImGui::Render();
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SDL_GL_MakeCurrent(window, gl_context);
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -355,8 +355,8 @@ int main(int, char**)
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// Setup Dear ImGui context
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -46,8 +46,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -46,8 +46,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -42,7 +42,7 @@ void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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void WaitForLastSubmittedFrame();
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FrameContext* WaitForNextFrameResources();
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FrameContext* WaitForNextFrameResources();
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void ResizeSwapChain(HWND hWnd, int width, int height);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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@ -70,8 +70,8 @@ int main(int, char**)
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -333,9 +333,9 @@ void CleanupDeviceD3D()
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void CreateRenderTarget()
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{
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ID3D12Resource* pBackBuffer;
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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{
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ID3D12Resource* pBackBuffer = NULL;
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g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
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g_mainRenderTargetResource[i] = pBackBuffer;
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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@ -146,7 +146,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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g_pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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void* mapped_resource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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@ -486,6 +486,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx10";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -148,7 +148,7 @@ 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->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos 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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@ -493,6 +493,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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// Setup orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
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{
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float L = draw_data->DisplayPos.x + 0.5f;
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@ -218,6 +218,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#endif
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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// Data
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enum GlfwClientApi
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@ -56,7 +56,7 @@ enum GlfwClientApi
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GlfwClientApi_OpenGL,
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GlfwClientApi_Vulkan
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};
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static GLFWwindow* g_Window = NULL;
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static GLFWwindow* g_Window = NULL; // Main window
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static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
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static double g_Time = 0.0;
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static bool g_MouseJustPressed[5] = { false, false, false, false, false };
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@ -57,6 +57,7 @@ static GLuint g_FontTexture = 0;
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// Functions
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bool ImGui_ImplOpenGL2_Init()
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl2";
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return true;
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@ -98,7 +99,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
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// glUseProgram(last_program)
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// Setup viewport, orthographic projection matrix
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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 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). DisplayPos is (0,0) for single viewport apps.
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glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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||||
|
@ -122,6 +122,7 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
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||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
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||||
@ -177,7 +178,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
#endif
|
||||
|
||||
// Setup viewport, orthographic projection matrix
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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 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). DisplayPos is (0,0) for single viewport apps.
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||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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||||
|
@ -43,7 +43,6 @@
|
||||
#include "imgui_impl_sdl.h"
|
||||
|
||||
// SDL
|
||||
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
|
@ -293,7 +293,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBu
|
||||
}
|
||||
|
||||
// Setup scale and translation:
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
float scale[2];
|
||||
scale[0] = 2.0f / draw_data->DisplaySize.x;
|
||||
@ -803,6 +803,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
13
imgui.cpp
13
imgui.cpp
@ -3575,9 +3575,12 @@ void ImGui::NewFrame()
|
||||
g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
|
||||
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
|
||||
|
||||
// Find hovered window
|
||||
// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
|
||||
UpdateHoveredWindowAndCaptureFlags();
|
||||
|
||||
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
|
||||
UpdateMouseMovingWindowNewFrame();
|
||||
UpdateHoveredWindowAndCaptureFlags();
|
||||
|
||||
// Background darkening/whitening
|
||||
if (GetFrontMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
|
||||
@ -4722,7 +4725,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
}
|
||||
else
|
||||
{
|
||||
// Maximum window size is determined by the display size
|
||||
// Maximum window size is determined by the viewport size or monitor size
|
||||
const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
|
||||
const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
|
||||
ImVec2 size_min = style.WindowMinSize;
|
||||
@ -5081,7 +5084,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
|
||||
const bool has_close_button = (p_open != NULL);
|
||||
const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse);
|
||||
|
||||
// Close & collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
|
||||
// Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
|
||||
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
|
||||
window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
|
||||
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
|
||||
@ -5451,7 +5454,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
|
||||
window->Pos = FindBestWindowPosForPopup(window);
|
||||
|
||||
// Clamp position/size so it stays visible
|
||||
// Clamp position/size so window stays visible within its viewport or monitor
|
||||
|
||||
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
|
||||
ImRect viewport_rect(GetViewportRect());
|
||||
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
|
||||
@ -8701,6 +8705,7 @@ void ImGui::PushColumnsBackground()
|
||||
window->DrawList->ChannelsSetCurrent(0);
|
||||
int cmd_size = window->DrawList->CmdBuffer.Size;
|
||||
PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
|
||||
IM_UNUSED(cmd_size);
|
||||
IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
|
||||
}
|
||||
|
||||
|
@ -1659,10 +1659,10 @@ extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
|
||||
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
|
||||
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
|
||||
#else
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
|
||||
#endif
|
||||
|
||||
#if defined(__clang__)
|
||||
|
@ -463,7 +463,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
flags |= ImGuiButtonFlags_PressedOnClickRelease;
|
||||
|
||||
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
|
||||
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
|
||||
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
|
||||
if (flatten_hovered_children)
|
||||
g.HoveredWindow = window;
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
@ -491,7 +492,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
}
|
||||
}
|
||||
|
||||
if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
|
||||
if (flatten_hovered_children)
|
||||
g.HoveredWindow = backup_hovered_window;
|
||||
|
||||
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
|
||||
@ -6454,7 +6455,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
|
||||
// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
|
||||
const char* tab_name = tab_bar->GetTabName(tab);
|
||||
tab->WidthContents = TabItemCalcSize(tab_name, (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true).x;
|
||||
const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;
|
||||
tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x;
|
||||
|
||||
width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user