mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_glfw.cpp # examples/imgui_impl_opengl2.cpp # examples/imgui_impl_opengl2.h # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # imgui.cpp
This commit is contained in:
4
examples/.gitignore
vendored
4
examples/.gitignore
vendored
@ -40,3 +40,7 @@ example_sdl_opengl3/example_sdl_opengl3
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## Dear ImGui Ini files
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imgui.ini
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## JetBrains IDEs
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.idea
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cmake-build-*
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|
@ -146,9 +146,9 @@ int main(int, char**)
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
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// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
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// you may need to backup/reset/restore current shader using the commented lines below.
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//GLint last_program;
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//GLint last_program;
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//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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//glUseProgram(0);
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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|
@ -26,7 +26,7 @@ void CleanupRenderTarget();
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int main(int, char**)
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{
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||||
// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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||||
|
@ -17,7 +17,7 @@
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int main(int, char**)
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||||
{
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||||
// Setup SDL
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||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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||||
{
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||||
|
@ -27,7 +27,7 @@
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||||
int main(int, char**)
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{
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||||
// Setup SDL
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||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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||||
{
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|
@ -2,7 +2,7 @@
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
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||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
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||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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||||
// Issues:
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||||
|
@ -2,7 +2,7 @@
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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||||
// Issues:
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||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features, issues:
|
||||
// [ ] Renderer: Missing multi-viewport support.
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features, issues:
|
||||
// [ ] Renderer: Missing multi-viewport support.
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
|
@ -17,6 +17,7 @@
|
||||
// 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.
|
||||
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
@ -66,7 +67,8 @@ static GLFWwindow* g_Window = NULL; // Main window
|
||||
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
||||
static double g_Time = 0.0;
|
||||
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static bool g_InstalledCallbacks = false;
|
||||
static bool g_WantUpdateMonitors = true;
|
||||
|
||||
// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
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||||
@ -195,6 +197,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
g_PrevUserCallbackChar = NULL;
|
||||
if (install_callbacks)
|
||||
{
|
||||
g_InstalledCallbacks = true;
|
||||
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
@ -228,6 +231,15 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
ImGui_ImplGlfw_ShutdownPlatformInterface();
|
||||
|
||||
if (g_InstalledCallbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
|
||||
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
|
||||
g_InstalledCallbacks = false;
|
||||
}
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
{
|
||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
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||||
|
@ -2,7 +2,7 @@
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// Missing features:
|
||||
// [ ] Renderer: Clipping rectangles are not honored.
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport / platform windows.
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport / platform windows.
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
|
@ -4,7 +4,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
@ -166,9 +166,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash below.
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
const char* gl_loader = "Unknown";
|
||||
|
@ -4,7 +4,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
@ -41,8 +41,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Desktop OpenGL: attempt to detect default GL loader based on available header files.
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
|
@ -14,5 +14,5 @@
|
||||
|
||||
IMGUI_API bool ImGui_ImplOSX_Init();
|
||||
IMGUI_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view);
|
||||
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
|
||||
IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
|
||||
|
@ -15,7 +15,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: Readded clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
|
||||
// 2019-10-11: Inputs: Fix using Backspace key.
|
||||
// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
|
||||
// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
|
||||
// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
|
||||
// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
|
||||
@ -24,7 +25,7 @@
|
||||
|
||||
// Data
|
||||
static CFAbsoluteTime g_Time = 0.0;
|
||||
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static bool g_MouseCursorHidden = false;
|
||||
|
||||
// Undocumented methods for creating cursors.
|
||||
@ -41,13 +42,13 @@ bool ImGui_ImplOSX_Init()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
io.BackendPlatformName = "imgui_impl_osx";
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
const int offset_for_function_keys = 256 - 0xF700;
|
||||
io.KeyMap[ImGuiKey_Tab] = '\t';
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
|
||||
@ -151,9 +152,12 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
// Setup display size
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
const float dpi = [view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
if (view)
|
||||
{
|
||||
const float dpi = [view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
}
|
||||
|
||||
// Setup time step
|
||||
if (g_Time == 0.0)
|
||||
@ -230,7 +234,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
|
||||
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
|
||||
{
|
||||
wheel_dx = [event deltaX];
|
||||
wheel_dy = [event deltaY];
|
||||
@ -251,7 +255,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF))
|
||||
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
|
||||
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
|
||||
|
@ -69,7 +69,7 @@ static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
|
||||
static SDL_Window* g_Window = NULL;
|
||||
static Uint64 g_Time = 0;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static char* g_ClipboardTextData = NULL;
|
||||
|
||||
// Forward Declarations
|
||||
|
Reference in New Issue
Block a user