mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 06:06:35 +00:00
Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). Effectively fix resizing in DX examples.
+ Standardized comments.
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6269859315
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6cee2fca94
@ -88,9 +88,8 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
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bool Imgui_ImplA5_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGuiIO &io = ImGui::GetIO();
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// Build texture
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unsigned char *pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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@ -125,10 +124,6 @@ bool Imgui_ImplA5_CreateDeviceObjects()
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io.Fonts->TexID = (void*)cloned_img;
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g_Texture = cloned_img;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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// Create an invisible mouse cursor
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// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
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ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
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@ -224,14 +224,13 @@ IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, L
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static void ImGui_ImplDX11_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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// Build
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create DX11 texture
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// Upload texture to graphics system
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{
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D3D11_TEXTURE2D_DESC texDesc;
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ZeroMemory(&texDesc, sizeof(texDesc));
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@ -280,10 +279,6 @@ static void ImGui_ImplDX11_CreateFontsTexture()
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samplerDesc.MaxLOD = 0.f;
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g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
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}
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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}
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bool ImGui_ImplDX11_CreateDeviceObjects()
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@ -230,14 +230,13 @@ void ImGui_ImplDX9_Shutdown()
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static bool ImGui_ImplDX9_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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// Build
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unsigned char* pixels;
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int width, height, bytes_per_pixel;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
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// Create DX9 texture
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// Upload texture to graphics system
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g_FontTexture = NULL;
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if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
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return false;
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@ -251,9 +250,6 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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return true;
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}
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@ -692,12 +692,15 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
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void ImGui_ImplIOS_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -706,10 +709,9 @@ void ImGui_ImplIOS_CreateFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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}
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bool ImGui_ImplIOS_CreateDeviceObjects()
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@ -767,7 +769,6 @@ bool ImGui_ImplIOS_CreateDeviceObjects()
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}
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#endif
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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@ -167,14 +167,13 @@ int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
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bool ImGui_Marmalade_CreateDeviceObjects()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create texture
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// Upload texture to graphics system
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g_FontTexture = new CIwTexture();
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g_FontTexture->SetModifiable(true);
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CIwImage& image = g_FontTexture->GetImage();
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@ -187,13 +186,9 @@ bool ImGui_Marmalade_CreateDeviceObjects()
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g_FontTexture->SetFiltering(false);
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g_FontTexture->Upload();
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// Store the pointer
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// Store our identifier
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io.Fonts->TexID = (void *)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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return true;
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}
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@ -161,16 +161,17 @@ void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
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io.AddInputCharacter((unsigned short)c);
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}
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void ImGui_ImplGlfwGL3_CreateFontsTexture()
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bool ImGui_ImplGlfwGL3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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// Create OpenGL texture
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -180,9 +181,10 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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@ -145,14 +145,13 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
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bool ImGui_ImplGlfw_CreateDeviceObjects()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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// Create OpenGL texture
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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@ -164,9 +163,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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@ -166,14 +166,15 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
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void ImGui_ImplSdlGL3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
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// Create OpenGL texture
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -183,9 +184,8 @@ void ImGui_ImplSdlGL3_CreateFontsTexture()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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}
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bool ImGui_ImplSdlGL3_CreateDeviceObjects()
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@ -146,14 +146,15 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
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bool ImGui_ImplSdl_CreateDeviceObjects()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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// Build texture
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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// Create texture
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// Upload texture to graphics system
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GLint last_texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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glGenTextures(1, &g_FontTexture);
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glBindTexture(GL_TEXTURE_2D, g_FontTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -163,9 +164,8 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
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// Store our identifier
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io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
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// Cleanup (don't clear the input data if you want to append new fonts later)
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io.Fonts->ClearInputData();
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io.Fonts->ClearTexData();
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// Restore state
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glBindTexture(GL_TEXTURE_2D, last_texture);
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return true;
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}
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