Merge branch 'master' into docking

# Conflicts:
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_internal.h
This commit is contained in:
omar
2019-09-17 16:35:50 +02:00
20 changed files with 338 additions and 246 deletions

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@ -35,12 +35,11 @@ CXXFLAGS += -I../libs/gl3w
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
## Using OpenGL loader: glad
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
@ -87,7 +86,9 @@ endif
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
# %.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)

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@ -4,7 +4,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
@ -194,7 +194,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{

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@ -35,12 +35,11 @@ CXXFLAGS += -I../libs/gl3w
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
## Using OpenGL loader: glad
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
@ -50,7 +49,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL -ldl `sdl2-config --libs`
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += `sdl2-config --cflags`
CFLAGS = $(CXXFLAGS)
endif
@ -59,7 +58,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += `sdl2-config --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
@ -68,7 +67,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags sdl2`
CXXFLAGS += `pkg-config --cflags sdl2`
CFLAGS = $(CXXFLAGS)
endif
@ -88,6 +87,9 @@ endif
%.o:../libs/gl3w/GL/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)

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@ -4,7 +4,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
@ -186,7 +186,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{

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@ -433,8 +433,8 @@ static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
// GLFW may dispatch window size event after calling glfwSetWindowSize().
// However depending on the platform the callback may be invoked at different time: on Windows it
// appears to be called within the glfwSetWindowSize() call whereas on Linux it is queued and invoked
// during glfwPollEvents().
// Because the event doesn't always fire on glfwSetWindowSize() we use a frame counter tag to only
// during glfwPollEvents().
// Because the event doesn't always fire on glfwSetWindowSize() we use a frame counter tag to only
// ignore recent glfwSetWindowSize() calls.
bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
data->IgnoreWindowSizeEventFrame = -1;

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@ -15,6 +15,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
@ -175,7 +176,7 @@ void ImGui_ImplOpenGL3_Shutdown()
void ImGui_ImplOpenGL3_NewFrame()
{
if (!g_FontTexture)
if (!g_ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
@ -624,20 +625,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VboHandle = g_ElementsHandle = 0;
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}

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@ -255,7 +255,7 @@ void ImGui_ImplSDL2_Shutdown()
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
{
ImGuiIO& io = ImGui::GetIO();
@ -277,7 +277,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
{
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
// [2]
// Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior)
int mouse_x_local, mouse_y_local;
@ -455,7 +455,7 @@ static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
data->WindowOwned = true;
data->WindowOwned = true;
if (use_opengl)
{
data->GLContext = SDL_GL_CreateContext(data->Window);
@ -601,7 +601,7 @@ static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN

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@ -17,7 +17,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.

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@ -17,7 +17,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
@ -117,9 +117,9 @@ struct ImGui_ImplVulkanH_Window
ImGui_ImplVulkanH_Frame* Frames;
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
ImGui_ImplVulkanH_Window()
{
memset(this, 0, sizeof(*this));
ImGui_ImplVulkanH_Window()
{
memset(this, 0, sizeof(*this));
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
ClearEnable = true;
}

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@ -384,7 +384,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
// DPI handling
// Those in theory should be simple calls but Windows has multiple ways to handle DPI, and most of them
// require recent Windows versions at runtime or recent Windows SDK at compile-time. Neither we want to depend on.
// So we dynamically select and load those functions to avoid dependencies. This is the scheme successfully
// So we dynamically select and load those functions to avoid dependencies. This is the scheme successfully
// used by GLFW (from which we borrowed some of the code here) and other applications aiming to be portable.
//---------------------------------------------------------------------------------------------------------
// At this point ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
@ -581,7 +581,7 @@ static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
{
// (Optional) Update Win32 style if it changed _after_ creation.
// (Optional) Update Win32 style if it changed _after_ creation.
// Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
IM_ASSERT(data->Hwnd != 0);