mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 09:27:00 +00:00
Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_win32.cpp
This commit is contained in:
commit
82e31d34f0
@ -30,7 +30,6 @@ HOW TO UPDATE?
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||||||
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||||||
-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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||||||
<<<<<<< HEAD
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||||||
VIEWPORT BRANCH (In Progress)
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VIEWPORT BRANCH (In Progress)
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||||||
-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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||||||
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||||||
@ -71,20 +70,19 @@ Other changes:
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|||||||
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||||||
-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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||||||
VERSION 1.68
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|
||||||
=======
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|
||||||
VERSION 1.68 (In progress)
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VERSION 1.68 (In progress)
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||||||
>>>>>>> master
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||||||
-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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||||||
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||||||
Other Changes:
|
Other Changes:
|
||||||
- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
|
- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
|
||||||
- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
|
- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle"
|
||||||
with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
|
with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
|
||||||
- Fonts: imgui_freetype: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
|
- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093)
|
||||||
|
- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
|
||||||
- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
|
- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
|
||||||
in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
|
in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
|
||||||
- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
|
- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
|
||||||
|
- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
|
||||||
- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
|
- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
|
||||||
|
|
||||||
|
|
||||||
|
@ -149,7 +149,7 @@ Frameworks:
|
|||||||
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
||||||
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
|
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
|
||||||
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
||||||
- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d), QOpenGLWindow [qtimgui](https://github.com/ocornut/imgui/issues/1910)
|
- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
|
||||||
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml)
|
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml)
|
||||||
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
|
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
|
||||||
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
|
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
|
||||||
|
@ -168,61 +168,61 @@ example_win32_directx11/
|
|||||||
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|
||||||
example_win32_directx12/
|
example_win32_directx12/
|
||||||
DirectX12 example, Windows only.
|
DirectX12 example, Windows only.
|
||||||
This is quite long and tedious, because: DirectX12.
|
|
||||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
||||||
|
This is quite long and tedious, because: DirectX12.
|
||||||
|
|
||||||
example_apple_metal/
|
example_apple_metal/
|
||||||
OSX & iOS + Metal.
|
OSX & iOS + Metal.
|
||||||
|
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
|
||||||
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||||
= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
|
|
||||||
|
|
||||||
example_apple_opengl2/
|
example_apple_opengl2/
|
||||||
OSX + OpenGL2.
|
OSX + OpenGL2.
|
||||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
|
||||||
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
|
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
|
||||||
|
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||||
|
|
||||||
example_glfw_opengl2/
|
example_glfw_opengl2/
|
||||||
|
GLFW + OpenGL2 example (legacy, fixed pipeline).
|
||||||
|
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
|
||||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||||
GLFW + OpenGL2 example (legacy, fixed pipeline).
|
|
||||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||||
state, and might confuse your GPU driver. One star, not recommended.
|
state, and might confuse your GPU driver. One star, not recommended.
|
||||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
|
|
||||||
|
|
||||||
example_glfw_opengl3/
|
example_glfw_opengl3/
|
||||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W).
|
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
|
||||||
|
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
|
||||||
This uses more modern OpenGL calls and custom shaders.
|
This uses more modern OpenGL calls and custom shaders.
|
||||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
|
|
||||||
|
|
||||||
example_glfw_vulkan/
|
example_glfw_vulkan/
|
||||||
GLFW (Win32, Mac, Linux) + Vulkan example.
|
GLFW (Win32, Mac, Linux) + Vulkan example.
|
||||||
This is quite long and tedious, because: Vulkan.
|
|
||||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||||
|
This is quite long and tedious, because: Vulkan.
|
||||||
|
|
||||||
example_sdl_opengl2/
|
example_sdl_opengl2/
|
||||||
|
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||||
|
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
|
||||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||||
state, and might confuse your GPU driver. One star, not recommended.
|
state, and might confuse your GPU driver. One star, not recommended.
|
||||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
|
||||||
|
|
||||||
example_sdl_opengl3/
|
example_sdl_opengl3/
|
||||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
|
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
|
||||||
|
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
||||||
This uses more modern OpenGL calls and custom shaders.
|
This uses more modern OpenGL calls and custom shaders.
|
||||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
|
||||||
|
|
||||||
example_sdl_vulkan/
|
example_sdl_vulkan/
|
||||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
||||||
This is quite long and tedious, because: Vulkan.
|
|
||||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
||||||
|
This is quite long and tedious, because: Vulkan.
|
||||||
|
|
||||||
example_allegro5/
|
example_allegro5/
|
||||||
Allegro 5 example.
|
Allegro 5 example.
|
||||||
|
@ -98,13 +98,13 @@ int main(int, char**)
|
|||||||
// Create application window
|
// Create application window
|
||||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||||
RegisterClassEx(&wc);
|
RegisterClassEx(&wc);
|
||||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
// Initialize Direct3D
|
// Initialize Direct3D
|
||||||
if (CreateDeviceD3D(hwnd) < 0)
|
if (CreateDeviceD3D(hwnd) < 0)
|
||||||
{
|
{
|
||||||
CleanupDeviceD3D();
|
CleanupDeviceD3D();
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -238,7 +238,7 @@ int main(int, char**)
|
|||||||
|
|
||||||
CleanupDeviceD3D();
|
CleanupDeviceD3D();
|
||||||
DestroyWindow(hwnd);
|
DestroyWindow(hwnd);
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -114,13 +114,13 @@ int main(int, char**)
|
|||||||
// Create application window
|
// Create application window
|
||||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||||
RegisterClassEx(&wc);
|
RegisterClassEx(&wc);
|
||||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
// Initialize Direct3D
|
// Initialize Direct3D
|
||||||
if (CreateDeviceD3D(hwnd) < 0)
|
if (CreateDeviceD3D(hwnd) < 0)
|
||||||
{
|
{
|
||||||
CleanupDeviceD3D();
|
CleanupDeviceD3D();
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -258,7 +258,7 @@ int main(int, char**)
|
|||||||
|
|
||||||
CleanupDeviceD3D();
|
CleanupDeviceD3D();
|
||||||
DestroyWindow(hwnd);
|
DestroyWindow(hwnd);
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -272,13 +272,13 @@ int main(int, char**)
|
|||||||
// Create application window
|
// Create application window
|
||||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||||
RegisterClassEx(&wc);
|
RegisterClassEx(&wc);
|
||||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
// Initialize Direct3D
|
// Initialize Direct3D
|
||||||
if (CreateDeviceD3D(hwnd) < 0)
|
if (CreateDeviceD3D(hwnd) < 0)
|
||||||
{
|
{
|
||||||
CleanupDeviceD3D();
|
CleanupDeviceD3D();
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -442,7 +442,7 @@ int main(int, char**)
|
|||||||
|
|
||||||
CleanupDeviceD3D();
|
CleanupDeviceD3D();
|
||||||
DestroyWindow(hwnd);
|
DestroyWindow(hwnd);
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -49,13 +49,13 @@ int main(int, char**)
|
|||||||
// Create application window
|
// Create application window
|
||||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||||
RegisterClassEx(&wc);
|
RegisterClassEx(&wc);
|
||||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
// Initialize Direct3D
|
// Initialize Direct3D
|
||||||
LPDIRECT3D9 pD3D;
|
LPDIRECT3D9 pD3D;
|
||||||
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
||||||
{
|
{
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||||
@ -71,7 +71,7 @@ int main(int, char**)
|
|||||||
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||||
{
|
{
|
||||||
pD3D->Release();
|
pD3D->Release();
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -200,7 +200,7 @@ int main(int, char**)
|
|||||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||||
if (pD3D) pD3D->Release();
|
if (pD3D) pD3D->Release();
|
||||||
DestroyWindow(hwnd);
|
DestroyWindow(hwnd);
|
||||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -20,7 +20,8 @@
|
|||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||||
// 2019-01-17: Inputs: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
||||||
|
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
||||||
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||||
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
|
||||||
@ -323,11 +324,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
|||||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
||||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
||||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
||||||
|
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
|
||||||
{
|
{
|
||||||
int button = 0;
|
int button = 0;
|
||||||
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
|
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
|
||||||
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
|
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
|
||||||
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
|
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
|
||||||
|
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
||||||
::SetCapture(hwnd);
|
::SetCapture(hwnd);
|
||||||
io.MouseDown[button] = true;
|
io.MouseDown[button] = true;
|
||||||
@ -336,11 +339,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
|||||||
case WM_LBUTTONUP:
|
case WM_LBUTTONUP:
|
||||||
case WM_RBUTTONUP:
|
case WM_RBUTTONUP:
|
||||||
case WM_MBUTTONUP:
|
case WM_MBUTTONUP:
|
||||||
|
case WM_XBUTTONUP:
|
||||||
{
|
{
|
||||||
int button = 0;
|
int button = 0;
|
||||||
if (msg == WM_LBUTTONUP) button = 0;
|
if (msg == WM_LBUTTONUP) { button = 0; }
|
||||||
if (msg == WM_RBUTTONUP) button = 1;
|
if (msg == WM_RBUTTONUP) { button = 1; }
|
||||||
if (msg == WM_MBUTTONUP) button = 2;
|
if (msg == WM_MBUTTONUP) { button = 2; }
|
||||||
|
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
|
||||||
io.MouseDown[button] = false;
|
io.MouseDown[button] = false;
|
||||||
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
||||||
::ReleaseCapture();
|
::ReleaseCapture();
|
||||||
|
@ -2167,7 +2167,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
|
|||||||
static const ImWchar ranges[] =
|
static const ImWchar ranges[] =
|
||||||
{
|
{
|
||||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
0x2000, 0x206F, // General Punctuation
|
||||||
|
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||||
0xFF00, 0xFFEF, // Half-width characters
|
0xFF00, 0xFFEF, // Half-width characters
|
||||||
0x4e00, 0x9FAF, // CJK Ideograms
|
0x4e00, 0x9FAF, // CJK Ideograms
|
||||||
@ -2243,9 +2244,10 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
|
|||||||
static ImWchar base_ranges[] = // not zero-terminated
|
static ImWchar base_ranges[] = // not zero-terminated
|
||||||
{
|
{
|
||||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
0x2000, 0x206F, // General Punctuation
|
||||||
|
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||||
0xFF00, 0xFFEF, // Half-width characters
|
0xFF00, 0xFFEF // Half-width characters
|
||||||
};
|
};
|
||||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
|
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
|
||||||
if (!full_ranges[0])
|
if (!full_ranges[0])
|
||||||
@ -2301,9 +2303,9 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
|
|||||||
static ImWchar base_ranges[] = // not zero-terminated
|
static ImWchar base_ranges[] = // not zero-terminated
|
||||||
{
|
{
|
||||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||||
0xFF00, 0xFFEF, // Half-width characters
|
0xFF00, 0xFFEF // Half-width characters
|
||||||
};
|
};
|
||||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
|
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
|
||||||
if (!full_ranges[0])
|
if (!full_ranges[0])
|
||||||
|
Loading…
Reference in New Issue
Block a user