mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Merge branch 'viewport' into docking
This commit is contained in:
@ -12,6 +12,13 @@
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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@ -20,7 +20,15 @@
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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#include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions
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// Include glfw3.h after our OpenGL definitions
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#include <GLFW/glfw3.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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static void glfw_error_callback(int error, const char* description)
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{
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@ -64,7 +72,7 @@ int main(int, char**)
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
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bool err = glewInit() != GLEW_OK;
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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bool err = gladLoadGL() != 0;
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bool err = gladLoadGL() == 0;
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#endif
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if (err)
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{
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@ -11,6 +11,13 @@
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#include <GLFW/glfw3.h>
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#include <vulkan/vulkan.h>
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
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// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
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// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
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#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
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#pragma comment(lib, "legacy_stdio_definitions")
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#endif
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//#define IMGUI_UNLIMITED_FRAME_RATE
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#ifdef _DEBUG
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#define IMGUI_VULKAN_DEBUG_REPORT
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@ -4,8 +4,11 @@
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- On Windows with Visual Studio's CLI
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```
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set SDL2DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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set SDL2_DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
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# or for 64-bit:
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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```
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- On Linux and similar Unixes
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@ -1,3 +1,8 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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mkdir Debug
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cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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set OUT_DIR=Debug
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set OUT_EXE=example_sdl_opengl2.exe
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set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
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set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
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set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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@ -136,6 +136,15 @@ int main(int, char**)
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glClear(GL_COLOR_BUFFER_BIT);
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//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}
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SDL_GL_MakeCurrent(window, gl_context);
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SDL_GL_SwapWindow(window);
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}
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@ -4,8 +4,11 @@
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- On Windows with Visual Studio's CLI
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```
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set SDL2DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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set SDL2_DIR=path_to_your_sdl2_folder
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
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# or for 64-bit:
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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```
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- On Linux and similar Unixes
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@ -1,3 +1,8 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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mkdir Debug
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cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl3.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
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set OUT_DIR=Debug
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set OUT_EXE=example_sdl_opengl3.exe
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set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w
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set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
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set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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struct ID3D10Device;
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IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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enum DXGI_FORMAT;
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struct ID3D12Device;
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struct ID3D12GraphicsCommandList;
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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struct IDirect3DDevice9;
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IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_InstallFuncs();
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IMGUI_IMPL_API void ImGui_ImplFreeGLUT_Shutdown();
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@ -548,7 +548,7 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
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//--------------------------------------------------------------------------------------------------------
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// We provide a Win32 implementation because this is such a common issue for IME users
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#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
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#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
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#define HAS_WIN32_IME 1
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#include <imm.h>
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#ifdef _MSC_VER
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// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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#pragma once
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struct GLFWwindow;
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IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
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IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
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@ -20,6 +20,8 @@
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// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
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// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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#pragma once
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// Set default OpenGL loader to be gl3w
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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@ -15,6 +15,8 @@
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#pragma once
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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@ -852,6 +852,7 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
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void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator)
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{
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IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
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(void)physical_device;
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(void)allocator;
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// Create Command Buffers
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@ -12,6 +12,8 @@
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// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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#pragma once
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#include <vulkan/vulkan.h>
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#define IMGUI_VK_QUEUED_FRAMES 2
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@ -387,7 +387,7 @@ float ImGui_ImplWin32_GetDpiScaleForRect(int x1, int y1, int x2, int y2)
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// IME (Input Method Editor) basic support for e.g. Asian language users
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//--------------------------------------------------------------------------------------------------------
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#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
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#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
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#define HAS_WIN32_IME 1
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#include <imm.h>
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#ifdef _MSC_VER
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@ -538,9 +538,14 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
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static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
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{
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// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
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ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
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IM_ASSERT(data->Hwnd != 0);
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::SetWindowTextA(data->Hwnd, title);
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int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
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ImVector<wchar_t> title_w;
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title_w.resize(n);
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::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
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::SetWindowTextW(data->Hwnd, title_w.Data);
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}
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static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
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@ -9,6 +9,8 @@
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// Missing features:
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// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
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#pragma once
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
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IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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Reference in New Issue
Block a user