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Backends: support for multiple imgui context with little testing (#586, #1851, #2004, #3012, #3934, #4141)
I believe more renderer backends should work. GLFW/Win32/SDL/Vulkan probably have many issues.
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@ -62,11 +62,11 @@ struct ImGui_ImplDX10_Data
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ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplDX10_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX10_Data); return g_Data; }
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_CreateBackendData() { return IM_NEW(ImGui_ImplDX10_Data)(); }
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplDX10_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static void ImGui_ImplDX10_DestroyBackendData() { IM_DELETE(ImGui_ImplDX10_GetBackendData()); }
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struct VERTEX_CONSTANT_BUFFER
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struct VERTEX_CONSTANT_BUFFER
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{
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{
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@ -63,11 +63,11 @@ struct ImGui_ImplDX11_Data
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ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplDX11_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX11_Data); return g_Data; }
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_CreateBackendData() { return IM_NEW(ImGui_ImplDX11_Data)(); }
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplDX11_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static void ImGui_ImplDX11_DestroyBackendData() { IM_DELETE(ImGui_ImplDX11_GetBackendData()); }
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struct VERTEX_CONSTANT_BUFFER
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struct VERTEX_CONSTANT_BUFFER
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{
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{
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@ -74,11 +74,11 @@ struct ImGui_ImplDX12_Data
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ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
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ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplDX12_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX12_Data); return g_Data; }
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { return IM_NEW(ImGui_ImplDX12_Data)(); }
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(ImGui_ImplDX12_GetBackendData()); }
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template<typename T>
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template<typename T>
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static void SafeRelease(T*& res)
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static void SafeRelease(T*& res)
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@ -49,11 +49,11 @@ struct ImGui_ImplDX9_Data
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ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplDX9_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX9_Data); return g_Data; }
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_CreateBackendData() { return IM_NEW(ImGui_ImplDX9_Data)(); }
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplDX9_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static void ImGui_ImplDX9_DestroyBackendData() { IM_DELETE(ImGui_ImplDX9_GetBackendData()); }
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struct CUSTOMVERTEX
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struct CUSTOMVERTEX
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{
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{
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@ -86,11 +86,13 @@ struct ImGui_ImplGlfw_Data
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ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplGlfw_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplGlfw_Data); return g_Data; }
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { return IM_NEW(ImGui_ImplGlfw_Data)(); }
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData; }
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static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(ImGui_ImplGlfw_GetBackendData()); }
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// Functions
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// Functions
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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@ -63,11 +63,11 @@ struct ImGui_ImplOpenGL2_Data
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ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplOpenGL2_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL2_Data); return g_Data; }
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_CreateBackendData() { return IM_NEW(ImGui_ImplOpenGL2_Data)(); }
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplOpenGL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static void ImGui_ImplOpenGL2_DestroyBackendData() { IM_DELETE(ImGui_ImplOpenGL2_GetBackendData()); }
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// Functions
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// Functions
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bool ImGui_ImplOpenGL2_Init()
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bool ImGui_ImplOpenGL2_Init()
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@ -189,11 +189,11 @@ struct ImGui_ImplOpenGL3_Data
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ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplOpenGL3_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL3_Data); return g_Data; }
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static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_CreateBackendData() { return IM_NEW(ImGui_ImplOpenGL3_Data)(); }
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static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { IM_ASSERT(ImGui::GetCurrentContext() != NULL); return g_Data; }
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static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { return (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplOpenGL3_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static void ImGui_ImplOpenGL3_DestroyBackendData() { IM_DELETE(ImGui_ImplOpenGL3_GetBackendData()); }
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// Functions
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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@ -72,11 +72,13 @@ struct ImGui_ImplSDL2_Data
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ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
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};
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};
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// Wrapping access to backend data data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplSDL2_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplSDL2_Data); return g_Data; }
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static void ImGui_ImplSDL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_CreateBackendData() { return IM_NEW(ImGui_ImplSDL2_Data)(); }
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static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData; }
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static void ImGui_ImplSDL2_DestroyBackendData() { IM_DELETE(ImGui_ImplSDL2_GetBackendData()); }
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// Functions
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// Functions
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static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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static const char* ImGui_ImplSDL2_GetClipboardText(void*)
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@ -110,11 +110,12 @@ struct ImGui_ImplVulkan_Data
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}
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}
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplVulkan_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplVulkan_Data); return g_Data; }
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// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
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static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
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static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_CreateBackendData() { return IM_NEW(ImGui_ImplVulkan_Data)(); }
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static void ImGui_ImplVulkan_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplVulkan_DestroyBackendData() { IM_DELETE(ImGui_ImplVulkan_GetBackendData()); }
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// Forward Declarations
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// Forward Declarations
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bool ImGui_ImplVulkan_CreateDeviceObjects();
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bool ImGui_ImplVulkan_CreateDeviceObjects();
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@ -82,11 +82,13 @@ struct ImGui_ImplWin32_Data
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ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
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};
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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static ImGui_ImplWin32_Data* g_Data;
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplWin32_Data); return g_Data; }
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { return IM_NEW(ImGui_ImplWin32_Data)(); }
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static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData; }
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static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(ImGui_ImplWin32_GetBackendData()); }
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// Functions
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// Functions
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bool ImGui_ImplWin32_Init(void* hwnd)
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bool ImGui_ImplWin32_Init(void* hwnd)
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@ -55,8 +55,11 @@ Other Changes:
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- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
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- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
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Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
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Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
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implying that the file is required.
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implying that the file is required.
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- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull data
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- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their
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from a single structure to facilitate usage with multiple-contexts. (#586, #1851, #2004, #3012, #3934, #4141)
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data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard
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backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to
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instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used accross
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multiple windows. (#586, #1851, #2004, #3012, #3934, #4141)
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- Backends: Win32: Rework to handle certains Windows 8.1/10 features without a manifest. (#4200, #4191)
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- Backends: Win32: Rework to handle certains Windows 8.1/10 features without a manifest. (#4200, #4191)
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- ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
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- ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
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- ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
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- ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
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