Reorganized context handling to be more explicit,

- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- removed Shutdown() function, as DestroyContext() serve this purpose.
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts
(#1565, #586, #992, #1007, #1558)
This commit is contained in:
omar
2018-01-21 19:58:32 +01:00
parent 7e4d28a49d
commit 5e2aa6185c
3 changed files with 49 additions and 34 deletions

19
imgui.h
View File

@ -127,6 +127,14 @@ struct ImVec4
// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
namespace ImGui
{
// Context creation and access, if you want to use multiple context, share context between modules (e.g. DLL).
// All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
// All those functions are not reliant on the current context.
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = Destroy current context
IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
// Main
IMGUI_API ImGuiIO& GetIO();
IMGUI_API ImGuiStyle& GetStyle();
@ -134,7 +142,6 @@ namespace ImGui
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data, then call your io.RenderDrawListsFn() function if set.
IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead!
IMGUI_API void Shutdown();
// Demo, Debug, Informations
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
@ -143,6 +150,7 @@ namespace ImGui
IMGUI_API bool ShowStyleSelector(const char* label);
IMGUI_API void ShowFontSelector(const char* label);
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
IMGUI_API const char* GetVersion();
// Window
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed (so you can early out in your code) but you always need to call End() regardless. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
@ -510,15 +518,6 @@ namespace ImGui
IMGUI_API const char* GetClipboardText();
IMGUI_API void SetClipboardText(const char* text);
// Context creation and access, if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
// All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
// All those functions are not reliant on the current context.
IMGUI_API const char* GetVersion();
IMGUI_API ImGuiContext* CreateContext();
IMGUI_API void DestroyContext(ImGuiContext* ctx);
IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
} // namespace ImGui
// Flags for ImGui::Begin()