mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # imgui.cpp
This commit is contained in:
commit
86c2b609ef
@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: Change blending equation to preserve alpha in output buffer.
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// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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@ -157,7 +158,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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else
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{
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// Draw
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ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
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ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
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al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
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al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
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}
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@ -80,7 +80,7 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
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|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
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{
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false;
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN);
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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}
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break;
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@ -88,9 +88,9 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
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{
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int32_t button_state = AMotionEvent_getButtonState(input_event);
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io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false;
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io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false;
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io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false;
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io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
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io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
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io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
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}
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break;
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case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
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@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -244,7 +245,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
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ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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|
@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
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// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
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// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
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@ -254,7 +255,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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ctx->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
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ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
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ctx->PSSetShaderResources(0, 1, &texture_srv);
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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|
@ -18,6 +18,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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@ -323,7 +324,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
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if (r.right > r.left && r.bottom > r.top)
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{
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ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
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D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
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texture_handle.ptr = (UINT64)(intptr_t)pcmd->GetTexID();
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ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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|
@ -13,6 +13,7 @@
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// CHANGELOG
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||||
// (minor and older changes stripped away, please see git history for details)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
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// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
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// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
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@ -165,16 +166,25 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
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g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
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// Allocate buffers
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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{
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d3d9_state_block->Release();
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return;
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}
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if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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{
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g_pVB->Unlock();
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d3d9_state_block->Release();
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return;
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}
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// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
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// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
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// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
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// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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return;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -225,7 +235,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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else
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{
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const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
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g_pd3dDevice->SetTexture(0, texture);
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
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|
@ -135,15 +135,18 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
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g_PrevUserCallbackKey(window, key, scancode, action, mods);
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ImGuiIO& io = ImGui::GetIO();
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if (action == GLFW_PRESS)
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if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
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{
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io.KeysDown[key] = true;
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g_KeyOwnerWindows[key] = window;
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}
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if (action == GLFW_RELEASE)
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{
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io.KeysDown[key] = false;
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g_KeyOwnerWindows[key] = NULL;
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if (action == GLFW_PRESS)
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{
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io.KeysDown[key] = true;
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g_KeyOwnerWindows[key] = window;
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}
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if (action == GLFW_RELEASE)
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{
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io.KeysDown[key] = false;
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g_KeyOwnerWindows[key] = NULL;
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}
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}
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// Modifiers are not reliable across systems
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|
@ -12,6 +12,7 @@
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||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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@ -87,7 +88,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
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pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
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pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
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pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
|
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pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
|
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pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID());
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IwGxSetMaterial(pCurrentMaterial);
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IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
|
||||
}
|
||||
|
@ -13,6 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
|
||||
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
@ -524,8 +525,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
|
||||
|
||||
// Bind texture, Draw
|
||||
if (pcmd->TextureId != NULL)
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
|
||||
if (ImTextureID tex_id = pcmd->GetTexID())
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(tex_id) atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
|
@ -20,6 +20,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
|
||||
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
@ -195,7 +196,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
|
||||
}
|
||||
}
|
||||
|
@ -15,6 +15,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
|
||||
// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
|
||||
@ -418,7 +419,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 320)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
|
@ -12,6 +12,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
||||
// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92).
|
||||
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
|
||||
// 2021-01-28: Initial version.
|
||||
|
||||
@ -22,11 +24,16 @@
|
||||
|
||||
#define HAS_EMSCRIPTEN_VERSION(major, minor, tiny) (__EMSCRIPTEN_major__ > (major) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ > (minor)) || (__EMSCRIPTEN_major__ == (major) && __EMSCRIPTEN_minor__ == (minor) && __EMSCRIPTEN_tiny__ >= (tiny)))
|
||||
|
||||
#if defined(__EMSCRIPTEN__) && !HAS_EMSCRIPTEN_VERSION(2, 0, 20)
|
||||
#error "Requires at least emscripten 2.0.20"
|
||||
#endif
|
||||
|
||||
// Dear ImGui prototypes from imgui_internal.h
|
||||
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
|
||||
|
||||
// WebGPU data
|
||||
static WGPUDevice g_wgpuDevice = NULL;
|
||||
static WGPUQueue g_defaultQueue = NULL;
|
||||
static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
static WGPURenderPipeline g_pipelineState = NULL;
|
||||
|
||||
@ -37,9 +44,9 @@ struct RenderResources
|
||||
WGPUSampler Sampler; // Sampler for the font texture
|
||||
WGPUBuffer Uniforms; // Shader uniforms
|
||||
WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline
|
||||
WGPUBindGroupLayout ImageBindGroupLayout; // Bind group layout for image textures
|
||||
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
|
||||
WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui
|
||||
WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
|
||||
};
|
||||
static RenderResources g_resources;
|
||||
|
||||
@ -241,8 +248,8 @@ static void SafeRelease(RenderResources& res)
|
||||
SafeRelease(res.Sampler);
|
||||
SafeRelease(res.Uniforms);
|
||||
SafeRelease(res.CommonBindGroup);
|
||||
SafeRelease(res.ImageBindGroupLayout);
|
||||
SafeRelease(res.ImageBindGroup);
|
||||
SafeRelease(res.ImageBindGroupLayout);
|
||||
};
|
||||
|
||||
static void SafeRelease(FrameResources& res)
|
||||
@ -296,23 +303,21 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), g_resources.Uniforms, 0, mvp, sizeof(mvp));
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp));
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->DisplaySize.x, draw_data->DisplaySize.y, 0, 1);
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, offset, fr->VertexBufferSize * stride);
|
||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
|
||||
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, 0);
|
||||
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, 0);
|
||||
wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState);
|
||||
wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, NULL);
|
||||
|
||||
// Setup blend factor
|
||||
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
|
||||
wgpuRenderPassEncoderSetBlendColor(ctx, &blend_color);
|
||||
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
|
||||
}
|
||||
|
||||
// Render function
|
||||
@ -331,7 +336,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
if (fr->VertexBuffer)
|
||||
{
|
||||
wgpuBufferDestroy(fr->VertexBuffer);
|
||||
wgpuBufferRelease(fr->VertexBuffer);
|
||||
}
|
||||
SafeRelease(fr->VertexBufferHost);
|
||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
|
||||
@ -351,7 +360,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
}
|
||||
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
if (fr->IndexBuffer)
|
||||
{
|
||||
wgpuBufferDestroy(fr->IndexBuffer);
|
||||
wgpuBufferRelease(fr->IndexBuffer);
|
||||
}
|
||||
SafeRelease(fr->IndexBufferHost);
|
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
|
||||
@ -383,8 +396,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
}
|
||||
int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3;
|
||||
int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3;
|
||||
wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
||||
wgpuQueueWriteBuffer(wgpuDeviceGetDefaultQueue(g_wgpuDevice), fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
|
||||
wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
|
||||
|
||||
// Setup desired render state
|
||||
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
|
||||
@ -412,15 +425,17 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
else
|
||||
{
|
||||
// Bind custom texture
|
||||
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)));
|
||||
ImTextureID tex_id = pcmd->GetTexID();
|
||||
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
|
||||
auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash);
|
||||
if (bind_group)
|
||||
{
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)pcmd->TextureId);
|
||||
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&pcmd->TextureId, sizeof(ImTextureID)), image_bind_group);
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
|
||||
g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
|
||||
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, NULL);
|
||||
}
|
||||
|
||||
@ -439,18 +454,6 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
}
|
||||
}
|
||||
|
||||
static WGPUBuffer ImGui_ImplWGPU_CreateBufferFromData(const WGPUDevice& device, const void* data, uint64_t size, WGPUBufferUsage usage)
|
||||
{
|
||||
WGPUBufferDescriptor descriptor = {};
|
||||
descriptor.size = size;
|
||||
descriptor.usage = usage | WGPUBufferUsage_CopyDst;
|
||||
WGPUBuffer buffer = wgpuDeviceCreateBuffer(device, &descriptor);
|
||||
|
||||
WGPUQueue queue = wgpuDeviceGetDefaultQueue(g_wgpuDevice);
|
||||
wgpuQueueWriteBuffer(queue, buffer, 0, data, size);
|
||||
return buffer;
|
||||
}
|
||||
|
||||
static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
@ -466,7 +469,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
tex_desc.dimension = WGPUTextureDimension_2D;
|
||||
tex_desc.size.width = width;
|
||||
tex_desc.size.height = height;
|
||||
tex_desc.size.depth = 1;
|
||||
tex_desc.size.depthOrArrayLayers = 1;
|
||||
tex_desc.sampleCount = 1;
|
||||
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
tex_desc.mipLevelCount = 1;
|
||||
@ -486,34 +489,17 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
|
||||
// Upload texture data
|
||||
{
|
||||
WGPUBuffer staging_buffer = ImGui_ImplWGPU_CreateBufferFromData(g_wgpuDevice, pixels, (uint32_t)(width * size_pp * height), WGPUBufferUsage_CopySrc);
|
||||
|
||||
WGPUBufferCopyView bufferCopyView = {};
|
||||
bufferCopyView.buffer = staging_buffer;
|
||||
bufferCopyView.layout.offset = 0;
|
||||
bufferCopyView.layout.bytesPerRow = width * size_pp;
|
||||
bufferCopyView.layout.rowsPerImage = height;
|
||||
|
||||
WGPUTextureCopyView textureCopyView = {};
|
||||
textureCopyView.texture = g_resources.FontTexture;
|
||||
textureCopyView.mipLevel = 0;
|
||||
textureCopyView.origin = { 0, 0, 0 };
|
||||
#if !defined(__EMSCRIPTEN__) || HAS_EMSCRIPTEN_VERSION(2, 0, 14)
|
||||
textureCopyView.aspect = WGPUTextureAspect_All;
|
||||
#endif
|
||||
|
||||
WGPUExtent3D copySize = { (uint32_t)width, (uint32_t)height, 1 };
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(g_wgpuDevice, &enc_desc);
|
||||
wgpuCommandEncoderCopyBufferToTexture(encoder, &bufferCopyView, &textureCopyView, ©Size);
|
||||
WGPUCommandBufferDescriptor cmd_buf_desc = {};
|
||||
WGPUCommandBuffer copy = wgpuCommandEncoderFinish(encoder, &cmd_buf_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetDefaultQueue(g_wgpuDevice);
|
||||
wgpuQueueSubmit(queue, 1, ©);
|
||||
|
||||
wgpuCommandEncoderRelease(encoder);
|
||||
wgpuBufferRelease(staging_buffer);
|
||||
WGPUImageCopyTexture dst_view = {};
|
||||
dst_view.texture = g_resources.FontTexture;
|
||||
dst_view.mipLevel = 0;
|
||||
dst_view.origin = { 0, 0, 0 };
|
||||
dst_view.aspect = WGPUTextureAspect_All;
|
||||
WGPUTextureDataLayout layout = {};
|
||||
layout.offset = 0;
|
||||
layout.bytesPerRow = width * size_pp;
|
||||
layout.rowsPerImage = height;
|
||||
WGPUExtent3D size = { static_cast<uint32_t>(width), static_cast<uint32_t>(height), 1 };
|
||||
wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
|
||||
}
|
||||
|
||||
// Create the associated sampler
|
||||
@ -525,9 +511,7 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
|
||||
sampler_desc.addressModeU = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeV = WGPUAddressMode_Repeat;
|
||||
sampler_desc.addressModeW = WGPUAddressMode_Repeat;
|
||||
#if !defined(__EMSCRIPTEN__) || HAS_EMSCRIPTEN_VERSION(2, 0, 14)
|
||||
sampler_desc.maxAnisotropy = 1;
|
||||
#endif
|
||||
g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc);
|
||||
}
|
||||
|
||||
@ -557,139 +541,82 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
// Create render pipeline
|
||||
WGPURenderPipelineDescriptor graphics_pipeline_desc = {};
|
||||
graphics_pipeline_desc.primitiveTopology = WGPUPrimitiveTopology_TriangleList;
|
||||
graphics_pipeline_desc.sampleCount = 1;
|
||||
graphics_pipeline_desc.sampleMask = UINT_MAX;
|
||||
|
||||
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
|
||||
common_bg_layout_entries[0].binding = 0;
|
||||
common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex;
|
||||
#if !defined(__EMSCRIPTEN__) || HAS_EMSCRIPTEN_VERSION(2, 0, 14)
|
||||
common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
|
||||
#else
|
||||
common_bg_layout_entries[0].type = WGPUBindingType_UniformBuffer;
|
||||
#endif
|
||||
common_bg_layout_entries[1].binding = 1;
|
||||
common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
|
||||
#if !defined(__EMSCRIPTEN__) || HAS_EMSCRIPTEN_VERSION(2, 0, 14)
|
||||
common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
|
||||
#else
|
||||
common_bg_layout_entries[1].type = WGPUBindingType_Sampler;
|
||||
#endif
|
||||
|
||||
WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
|
||||
image_bg_layout_entries[0].binding = 0;
|
||||
image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
|
||||
#if !defined(__EMSCRIPTEN__) || HAS_EMSCRIPTEN_VERSION(2, 0, 14)
|
||||
image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
|
||||
image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
|
||||
#else
|
||||
image_bg_layout_entries[0].type = WGPUBindingType_SampledTexture;
|
||||
#endif
|
||||
|
||||
WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
|
||||
common_bg_layout_desc.entryCount = 2;
|
||||
common_bg_layout_desc.entries = common_bg_layout_entries;
|
||||
|
||||
WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
|
||||
image_bg_layout_desc.entryCount = 1;
|
||||
image_bg_layout_desc.entries = image_bg_layout_entries;
|
||||
|
||||
WGPUBindGroupLayout bg_layouts[2];
|
||||
bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &common_bg_layout_desc);
|
||||
bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(g_wgpuDevice, &image_bg_layout_desc);
|
||||
|
||||
WGPUPipelineLayoutDescriptor layout_desc = {};
|
||||
layout_desc.bindGroupLayoutCount = 2;
|
||||
layout_desc.bindGroupLayouts = bg_layouts;
|
||||
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(g_wgpuDevice, &layout_desc);
|
||||
WGPURenderPipelineDescriptor2 graphics_pipeline_desc = {};
|
||||
graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
|
||||
graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined;
|
||||
graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW;
|
||||
graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None;
|
||||
graphics_pipeline_desc.multisample.count = 1;
|
||||
graphics_pipeline_desc.multisample.mask = UINT_MAX;
|
||||
graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false;
|
||||
graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation
|
||||
|
||||
// Create the vertex shader
|
||||
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t));
|
||||
graphics_pipeline_desc.vertexStage = vertex_shader_desc;
|
||||
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
|
||||
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
|
||||
|
||||
// Vertex input configuration
|
||||
WGPUVertexAttributeDescriptor attribute_binding_desc[] =
|
||||
WGPUVertexAttribute attribute_desc[] =
|
||||
{
|
||||
{ WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_UChar4Norm, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
|
||||
};
|
||||
|
||||
WGPUVertexBufferLayoutDescriptor buffer_binding_desc;
|
||||
buffer_binding_desc.arrayStride = sizeof(ImDrawVert);
|
||||
buffer_binding_desc.stepMode = WGPUInputStepMode_Vertex;
|
||||
buffer_binding_desc.attributeCount = 3;
|
||||
buffer_binding_desc.attributes = attribute_binding_desc;
|
||||
WGPUVertexBufferLayout buffer_layouts[1];
|
||||
buffer_layouts[0].arrayStride = sizeof(ImDrawVert);
|
||||
buffer_layouts[0].stepMode = WGPUInputStepMode_Vertex;
|
||||
buffer_layouts[0].attributeCount = 3;
|
||||
buffer_layouts[0].attributes = attribute_desc;
|
||||
|
||||
WGPUVertexStateDescriptor vertex_state_desc = {};
|
||||
vertex_state_desc.indexFormat = WGPUIndexFormat_Undefined;
|
||||
vertex_state_desc.vertexBufferCount = 1;
|
||||
vertex_state_desc.vertexBuffers = &buffer_binding_desc;
|
||||
|
||||
graphics_pipeline_desc.vertexState = &vertex_state_desc;
|
||||
graphics_pipeline_desc.vertex.bufferCount = 1;
|
||||
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
|
||||
|
||||
// Create the pixel shader
|
||||
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t));
|
||||
graphics_pipeline_desc.fragmentStage = &pixel_shader_desc;
|
||||
|
||||
// Create the blending setup
|
||||
WGPUColorStateDescriptor color_state = {};
|
||||
{
|
||||
color_state.format = g_renderTargetFormat;
|
||||
color_state.alphaBlend.operation = WGPUBlendOperation_Add;
|
||||
color_state.alphaBlend.srcFactor = WGPUBlendFactor_One;
|
||||
color_state.alphaBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||||
color_state.colorBlend.operation = WGPUBlendOperation_Add;
|
||||
color_state.colorBlend.srcFactor = WGPUBlendFactor_SrcAlpha;
|
||||
color_state.colorBlend.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||||
color_state.writeMask = WGPUColorWriteMask_All;
|
||||
WGPUBlendState blend_state = {};
|
||||
blend_state.alpha.operation = WGPUBlendOperation_Add;
|
||||
blend_state.alpha.srcFactor = WGPUBlendFactor_One;
|
||||
blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||||
blend_state.color.operation = WGPUBlendOperation_Add;
|
||||
blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha;
|
||||
blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
|
||||
|
||||
graphics_pipeline_desc.colorStateCount = 1;
|
||||
graphics_pipeline_desc.colorStates = &color_state;
|
||||
graphics_pipeline_desc.alphaToCoverageEnabled = false;
|
||||
}
|
||||
WGPUColorTargetState color_state = {};
|
||||
color_state.format = g_renderTargetFormat;
|
||||
color_state.blend = &blend_state;
|
||||
color_state.writeMask = WGPUColorWriteMask_All;
|
||||
|
||||
// Create the rasterizer state
|
||||
WGPURasterizationStateDescriptor raster_desc = {};
|
||||
{
|
||||
raster_desc.cullMode = WGPUCullMode_None;
|
||||
raster_desc.frontFace = WGPUFrontFace_CW;
|
||||
raster_desc.depthBias = 0;
|
||||
raster_desc.depthBiasClamp = 0;
|
||||
raster_desc.depthBiasSlopeScale = 0;
|
||||
graphics_pipeline_desc.rasterizationState = &raster_desc;
|
||||
}
|
||||
WGPUFragmentState fragment_state = {};
|
||||
fragment_state.module = pixel_shader_desc.module;
|
||||
fragment_state.entryPoint = pixel_shader_desc.entryPoint;
|
||||
fragment_state.targetCount = 1;
|
||||
fragment_state.targets = &color_state;
|
||||
|
||||
graphics_pipeline_desc.fragment = &fragment_state;
|
||||
|
||||
// Create depth-stencil State
|
||||
WGPUDepthStencilStateDescriptor depth_desc = {};
|
||||
{
|
||||
// Configure disabled state
|
||||
depth_desc.format = WGPUTextureFormat_Undefined;
|
||||
depth_desc.depthWriteEnabled = true;
|
||||
depth_desc.depthCompare = WGPUCompareFunction_Always;
|
||||
depth_desc.stencilReadMask = 0;
|
||||
depth_desc.stencilWriteMask = 0;
|
||||
depth_desc.stencilBack.compare = WGPUCompareFunction_Always;
|
||||
depth_desc.stencilBack.failOp = WGPUStencilOperation_Keep;
|
||||
depth_desc.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
|
||||
depth_desc.stencilBack.passOp = WGPUStencilOperation_Keep;
|
||||
depth_desc.stencilFront.compare = WGPUCompareFunction_Always;
|
||||
depth_desc.stencilFront.failOp = WGPUStencilOperation_Keep;
|
||||
depth_desc.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
|
||||
depth_desc.stencilFront.passOp = WGPUStencilOperation_Keep;
|
||||
WGPUDepthStencilState depth_stencil_state = {};
|
||||
depth_stencil_state.depthBias = 0;
|
||||
depth_stencil_state.depthBiasClamp = 0;
|
||||
depth_stencil_state.depthBiasSlopeScale = 0;
|
||||
|
||||
// No depth buffer corresponds to no configuration
|
||||
graphics_pipeline_desc.depthStencilState = NULL;
|
||||
}
|
||||
// Configure disabled depth-stencil state
|
||||
graphics_pipeline_desc.depthStencil = nullptr;
|
||||
|
||||
g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc);
|
||||
g_pipelineState = wgpuDeviceCreateRenderPipeline2(g_wgpuDevice, &graphics_pipeline_desc);
|
||||
|
||||
ImGui_ImplWGPU_CreateFontsTexture();
|
||||
ImGui_ImplWGPU_CreateUniformBuffer();
|
||||
|
||||
// Create resource bind group
|
||||
WGPUBindGroupLayout bg_layouts[2];
|
||||
bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0);
|
||||
bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1);
|
||||
|
||||
WGPUBindGroupEntry common_bg_entries[] =
|
||||
{
|
||||
{ 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 },
|
||||
@ -701,10 +628,10 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
|
||||
common_bg_descriptor.entries = common_bg_entries;
|
||||
g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor);
|
||||
g_resources.ImageBindGroupLayout = bg_layouts[1];
|
||||
|
||||
WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView);
|
||||
g_resources.ImageBindGroup = image_bind_group;
|
||||
g_resources.ImageBindGroupLayout = bg_layouts[1];
|
||||
g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
|
||||
|
||||
SafeRelease(vertex_shader_desc.module);
|
||||
@ -737,6 +664,7 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_wgpuDevice = device;
|
||||
g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice);
|
||||
g_renderTargetFormat = rt_format;
|
||||
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
g_numFramesInFlight = num_frames_in_flight;
|
||||
@ -747,9 +675,9 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur
|
||||
g_resources.Sampler = NULL;
|
||||
g_resources.Uniforms = NULL;
|
||||
g_resources.CommonBindGroup = NULL;
|
||||
g_resources.ImageBindGroupLayout = NULL;
|
||||
g_resources.ImageBindGroups.Data.reserve(100);
|
||||
g_resources.ImageBindGroup = NULL;
|
||||
g_resources.ImageBindGroupLayout = NULL;
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
@ -771,6 +699,7 @@ void ImGui_ImplWGPU_Shutdown()
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
delete[] g_pFrameResources;
|
||||
g_pFrameResources = NULL;
|
||||
wgpuQueueRelease(g_defaultQueue);
|
||||
g_wgpuDevice = NULL;
|
||||
g_numFramesInFlight = 0;
|
||||
g_frameIndex = UINT_MAX;
|
||||
|
@ -105,6 +105,13 @@ Other changes:
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Backends: Obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). (#3761) [@thedmd]
|
||||
- If you are using official backends from the source tree: you have nothing to do.
|
||||
- If you copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
|
||||
Why are we doing this?
|
||||
- This change will be required in the future when adding support for incremental texture atlas updates.
|
||||
- Please note this won't break soon, but we are making the change ahead of time.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing.
|
||||
@ -118,6 +125,7 @@ Other Changes:
|
||||
- Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787)
|
||||
- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
|
||||
- Tables: Better preserve widths when columns count changes. (#4046)
|
||||
- Tables: Sharing more memory buffers between tables, reducing general memory footprints. (#3740)
|
||||
- TabBar: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
|
||||
frame and then immediately standling still (would only affect automation/bots). [@rokups]
|
||||
- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
|
||||
@ -126,9 +134,15 @@ Other Changes:
|
||||
- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
|
||||
- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
|
||||
- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr]
|
||||
- InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password
|
||||
is used. (#4155, #4156) [@michael-swan]
|
||||
- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
|
||||
- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
|
||||
- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
|
||||
- Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138)
|
||||
- Optimization: Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions
|
||||
(e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings.
|
||||
- ImDrawList: Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091) [@wolfpld]
|
||||
- ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183)
|
||||
Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on
|
||||
par with original version. Now incorporating the correct revert.
|
||||
@ -145,8 +159,10 @@ Other Changes:
|
||||
non-default states. (#4063)
|
||||
- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
|
||||
entering the rendering function. (#4045) [@Nemirtingas]
|
||||
- Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124]
|
||||
- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
|
||||
VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
|
||||
- Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz]
|
||||
- Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones]
|
||||
- Examples: OpenGL: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx]
|
||||
- Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
|
||||
|
@ -370,7 +370,7 @@ ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
|
||||
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
|
||||
```cpp
|
||||
// Cast ImTextureID / void* stored in the draw command as our texture type
|
||||
MyTexture* texture = (MyTexture*)pcmd->TextureId;
|
||||
MyTexture* texture = (MyTexture*)pcmd->GetTexID();
|
||||
MyEngineBindTexture2D(texture);
|
||||
```
|
||||
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
|
||||
|
@ -147,7 +147,7 @@ static void main_loop(void* window)
|
||||
wgpu_swap_chain_height = height;
|
||||
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_OutputAttachment;
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
@ -202,11 +202,11 @@ static void main_loop(void* window)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
WGPURenderPassColorAttachmentDescriptor color_attachments = {};
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearColor = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
@ -221,7 +221,7 @@ static void main_loop(void* window)
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetDefaultQueue(wgpu_device);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
}
|
||||
|
||||
|
@ -14,12 +14,12 @@ cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
```
|
||||
|
@ -14,12 +14,12 @@ cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\..\backe
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends -I ../libs/gl3w main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
```
|
||||
|
17
imgui.cpp
17
imgui.cpp
@ -305,9 +305,9 @@ CODE
|
||||
}
|
||||
else
|
||||
{
|
||||
// The texture for the draw call is specified by pcmd->TextureId.
|
||||
// The texture for the draw call is specified by pcmd->GetTexID().
|
||||
// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
|
||||
MyEngineBindTexture((MyTexture*)pcmd->TextureId);
|
||||
MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
|
||||
|
||||
// We are using scissoring to clip some objects. All low-level graphics API should support it.
|
||||
// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
|
||||
@ -386,6 +386,9 @@ CODE
|
||||
- 2021/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
|
||||
|
||||
|
||||
- 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
|
||||
- if you are using official backends from the source tree: you have nothing to do.
|
||||
- if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
|
||||
- 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
|
||||
- ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft
|
||||
- ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
|
||||
@ -4051,7 +4054,8 @@ void ImGui::NewFrame()
|
||||
g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
|
||||
g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
|
||||
g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
|
||||
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
|
||||
g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
|
||||
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
|
||||
|
||||
UpdateViewportsNewFrame();
|
||||
|
||||
@ -4195,6 +4199,9 @@ void ImGui::NewFrame()
|
||||
for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
|
||||
if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
|
||||
TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
|
||||
for (int i = 0; i < g.TablesTempDataStack.Size; i++)
|
||||
if (g.TablesTempDataStack[i].LastTimeActive >= 0.0f && g.TablesTempDataStack[i].LastTimeActive < memory_compact_start_time)
|
||||
TableGcCompactTransientBuffers(&g.TablesTempDataStack[i]);
|
||||
if (g.GcCompactAll)
|
||||
GcCompactTransientMiscBuffers();
|
||||
g.GcCompactAll = false;
|
||||
@ -4359,7 +4366,9 @@ void ImGui::Shutdown(ImGuiContext* context)
|
||||
g.ShrinkWidthBuffer.clear();
|
||||
|
||||
g.Tables.Clear();
|
||||
g.CurrentTableStack.clear();
|
||||
for (int i = 0; i < g.TablesTempDataStack.Size; i++)
|
||||
g.TablesTempDataStack[i].~ImGuiTableTempData();
|
||||
g.TablesTempDataStack.clear();
|
||||
g.DrawChannelsTempMergeBuffer.clear();
|
||||
|
||||
g.ClipboardHandlerData.clear();
|
||||
|
20
imgui.h
20
imgui.h
@ -62,7 +62,7 @@ Index of this file:
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.83 WIP"
|
||||
#define IMGUI_VERSION_NUM 18209
|
||||
#define IMGUI_VERSION_NUM 18210
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
@ -103,6 +103,15 @@ Index of this file:
|
||||
#define IM_FMTLIST(FMT)
|
||||
#endif
|
||||
|
||||
// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
|
||||
#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID)
|
||||
#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
|
||||
#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
|
||||
#else
|
||||
#define IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
#define IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
#endif
|
||||
|
||||
// Warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
@ -238,6 +247,7 @@ typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
|
||||
#endif
|
||||
|
||||
// 2D vector (often used to store positions or sizes)
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
struct ImVec2
|
||||
{
|
||||
float x, y;
|
||||
@ -260,6 +270,7 @@ struct ImVec4
|
||||
IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
|
||||
#endif
|
||||
};
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Dear ImGui end-user API functions
|
||||
@ -1709,6 +1720,7 @@ template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p
|
||||
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
template<typename T>
|
||||
struct ImVector
|
||||
{
|
||||
@ -1767,6 +1779,7 @@ struct ImVector
|
||||
inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
|
||||
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
|
||||
};
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImGuiStyle
|
||||
@ -1930,7 +1943,7 @@ struct ImGuiIO
|
||||
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
|
||||
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
|
||||
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
|
||||
float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
|
||||
float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
|
||||
int MetricsRenderVertices; // Vertices output during last call to Render()
|
||||
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
|
||||
int MetricsRenderWindows; // Number of visible windows
|
||||
@ -2331,6 +2344,9 @@ struct ImDrawCmd
|
||||
void* UserCallbackData; // 4-8 // The draw callback code can access this.
|
||||
|
||||
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
|
||||
|
||||
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
|
||||
inline ImTextureID GetTexID() const { return TextureId; }
|
||||
};
|
||||
|
||||
// Vertex index, default to 16-bit
|
||||
|
@ -700,7 +700,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
|
||||
|
||||
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
|
||||
// Those macros expects l-values.
|
||||
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
|
||||
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
|
||||
#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
|
||||
#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } while (0)
|
||||
|
||||
|
@ -51,6 +51,12 @@ Index of this file:
|
||||
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
|
||||
#include <limits.h> // INT_MIN, INT_MAX
|
||||
|
||||
// Enable SSE intrinsics if available
|
||||
#if defined __SSE__ || defined __x86_64__ || defined _M_X64
|
||||
#define IMGUI_ENABLE_SSE
|
||||
#include <immintrin.h>
|
||||
#endif
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
@ -128,10 +134,11 @@ struct ImGuiTabBar; // Storage for a tab bar
|
||||
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
|
||||
struct ImGuiTable; // Storage for a table
|
||||
struct ImGuiTableColumn; // Storage for one column of a table
|
||||
struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
|
||||
struct ImGuiTableSettings; // Storage for a table .ini settings
|
||||
struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
|
||||
struct ImGuiWindow; // Storage for one window
|
||||
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
|
||||
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
|
||||
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
|
||||
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
@ -338,6 +345,7 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons
|
||||
// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.)
|
||||
// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself.
|
||||
#ifdef IMGUI_DEFINE_MATH_OPERATORS
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
|
||||
static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
|
||||
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
|
||||
@ -353,6 +361,7 @@ static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs)
|
||||
static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
|
||||
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
|
||||
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
#endif
|
||||
|
||||
// Helpers: File System
|
||||
@ -378,6 +387,7 @@ IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 coun
|
||||
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
|
||||
|
||||
// Helpers: Maths
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
|
||||
#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
|
||||
#define ImFabs(X) fabsf(X)
|
||||
@ -399,6 +409,12 @@ static inline float ImAbs(float x) { return fabsf(x); }
|
||||
static inline double ImAbs(double x) { return fabs(x); }
|
||||
static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument
|
||||
static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); }
|
||||
#ifdef IMGUI_ENABLE_SSE
|
||||
static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
|
||||
#else
|
||||
static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); }
|
||||
#endif
|
||||
static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }
|
||||
#endif
|
||||
// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
|
||||
// (Exceptionally using templates here but we could also redefine them for those types)
|
||||
@ -419,7 +435,7 @@ static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)
|
||||
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
|
||||
static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
|
||||
static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
|
||||
static inline float ImFloor(float f) { return (float)(int)(f); }
|
||||
static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
|
||||
@ -428,6 +444,7 @@ static inline float ImDot(const ImVec2& a, const ImVec2& b)
|
||||
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
|
||||
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
|
||||
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
||||
// Helpers: Geometry
|
||||
IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);
|
||||
@ -443,6 +460,7 @@ IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
|
||||
|
||||
// Helper: ImVec1 (1D vector)
|
||||
// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
struct ImVec1
|
||||
{
|
||||
float x;
|
||||
@ -496,6 +514,7 @@ struct IMGUI_API ImRect
|
||||
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
|
||||
ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
|
||||
};
|
||||
IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
|
||||
// Helper: ImBitArray
|
||||
inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }
|
||||
@ -1022,7 +1041,7 @@ struct IMGUI_API ImGuiInputTextState
|
||||
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
|
||||
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
|
||||
bool Edited; // edited this frame
|
||||
ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
|
||||
ImGuiInputTextFlags Flags; // copy of InputText() flags
|
||||
ImGuiInputTextCallback UserCallback; // "
|
||||
void* UserCallbackData; // "
|
||||
|
||||
@ -1675,8 +1694,9 @@ struct ImGuiContext
|
||||
|
||||
// Table
|
||||
ImGuiTable* CurrentTable;
|
||||
int CurrentTableStackIdx;
|
||||
ImPool<ImGuiTable> Tables;
|
||||
ImVector<ImGuiPtrOrIndex> CurrentTableStack;
|
||||
ImVector<ImGuiTableTempData> TablesTempDataStack;
|
||||
ImVector<float> TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC)
|
||||
ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer;
|
||||
|
||||
@ -1748,6 +1768,7 @@ struct ImGuiContext
|
||||
// Misc
|
||||
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
|
||||
int FramerateSecPerFrameIdx;
|
||||
int FramerateSecPerFrameCount;
|
||||
float FramerateSecPerFrameAccum;
|
||||
int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags
|
||||
int WantCaptureKeyboardNextFrame;
|
||||
@ -1866,6 +1887,7 @@ struct ImGuiContext
|
||||
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
|
||||
|
||||
CurrentTable = NULL;
|
||||
CurrentTableStackIdx = -1;
|
||||
CurrentTabBar = NULL;
|
||||
|
||||
LastValidMousePos = ImVec2(0.0f, 0.0f);
|
||||
@ -1903,7 +1925,7 @@ struct ImGuiContext
|
||||
DebugItemPickerBreakId = 0;
|
||||
|
||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||
FramerateSecPerFrameIdx = 0;
|
||||
FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
|
||||
FramerateSecPerFrameAccum = 0.0f;
|
||||
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
|
||||
memset(TempBuffer, 0, sizeof(TempBuffer));
|
||||
@ -2289,12 +2311,13 @@ struct ImGuiTableCellData
|
||||
ImGuiTableColumnIdx Column; // Column number
|
||||
};
|
||||
|
||||
// FIXME-TABLE: transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
|
||||
// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
|
||||
struct ImGuiTable
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImGuiTableFlags Flags;
|
||||
void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
|
||||
ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[]
|
||||
ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
|
||||
ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
|
||||
ImSpan<ImGuiTableCellData> RowCellData; // Point within RawData[]. Store cells background requests for current row.
|
||||
@ -2346,22 +2369,11 @@ struct ImGuiTable
|
||||
ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
|
||||
ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
|
||||
ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
|
||||
ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()
|
||||
ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
|
||||
ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
|
||||
ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()
|
||||
ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()
|
||||
ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
|
||||
ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
|
||||
ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()
|
||||
float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()
|
||||
int HostBackupItemWidthStackSize;// Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()
|
||||
ImGuiWindow* OuterWindow; // Parent window for the table
|
||||
ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
|
||||
ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names
|
||||
ImDrawListSplitter DrawSplitter; // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table)
|
||||
ImGuiTableColumnSortSpecs SortSpecsSingle;
|
||||
ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would work be good.
|
||||
ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
|
||||
ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
|
||||
ImGuiTableColumnIdx SortSpecsCount;
|
||||
ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount)
|
||||
@ -2408,6 +2420,32 @@ struct ImGuiTable
|
||||
IMGUI_API ~ImGuiTable() { IM_FREE(RawData); }
|
||||
};
|
||||
|
||||
// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
|
||||
// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
|
||||
// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
|
||||
// FIXME-TABLE: more transient data could be stored here: DrawSplitter, incoming RowData?
|
||||
struct ImGuiTableTempData
|
||||
{
|
||||
int TableIndex; // Index in g.Tables.Buf[] pool
|
||||
float LastTimeActive; // Last timestamp this structure was used
|
||||
|
||||
ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
|
||||
ImDrawListSplitter DrawSplitter;
|
||||
ImGuiTableColumnSortSpecs SortSpecsSingle;
|
||||
ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good.
|
||||
|
||||
ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()
|
||||
ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
|
||||
ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()
|
||||
ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()
|
||||
ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
|
||||
ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()
|
||||
float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()
|
||||
int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()
|
||||
|
||||
IMGUI_API ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
|
||||
};
|
||||
|
||||
// sizeof() ~ 12
|
||||
struct ImGuiTableColumnSettings
|
||||
{
|
||||
@ -2725,6 +2763,7 @@ namespace ImGui
|
||||
IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table);
|
||||
IMGUI_API void TableRemove(ImGuiTable* table);
|
||||
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table);
|
||||
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table);
|
||||
IMGUI_API void TableGcCompactSettings();
|
||||
|
||||
// Tables: Settings
|
||||
|
108
imgui_tables.cpp
108
imgui_tables.cpp
@ -338,6 +338,16 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
if (instance_no > 0)
|
||||
IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
|
||||
|
||||
// Acquire temporary buffers
|
||||
const int table_idx = g.Tables.GetIndex(table);
|
||||
g.CurrentTableStackIdx++;
|
||||
if (g.CurrentTableStackIdx + 1 > g.TablesTempDataStack.Size)
|
||||
g.TablesTempDataStack.resize(g.CurrentTableStackIdx + 1, ImGuiTableTempData());
|
||||
ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempDataStack[g.CurrentTableStackIdx];
|
||||
temp_data->TableIndex = table_idx;
|
||||
table->DrawSplitter = &table->TempData->DrawSplitter;
|
||||
table->DrawSplitter->Clear();
|
||||
|
||||
// Fix flags
|
||||
table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0;
|
||||
flags = TableFixFlags(flags, outer_window);
|
||||
@ -351,7 +361,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->ColumnsCount = columns_count;
|
||||
table->IsLayoutLocked = false;
|
||||
table->InnerWidth = inner_width;
|
||||
table->UserOuterSize = outer_size;
|
||||
temp_data->UserOuterSize = outer_size;
|
||||
|
||||
// When not using a child window, WorkRect.Max will grow as we append contents.
|
||||
if (use_child_window)
|
||||
@ -400,14 +410,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->HostIndentX = inner_window->DC.Indent.x;
|
||||
table->HostClipRect = inner_window->ClipRect;
|
||||
table->HostSkipItems = inner_window->SkipItems;
|
||||
table->HostBackupWorkRect = inner_window->WorkRect;
|
||||
table->HostBackupParentWorkRect = inner_window->ParentWorkRect;
|
||||
table->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
|
||||
table->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;
|
||||
table->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;
|
||||
table->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;
|
||||
table->HostBackupItemWidth = outer_window->DC.ItemWidth;
|
||||
table->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
|
||||
temp_data->HostBackupWorkRect = inner_window->WorkRect;
|
||||
temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;
|
||||
temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
|
||||
temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;
|
||||
temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;
|
||||
temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;
|
||||
temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth;
|
||||
temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
|
||||
inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
|
||||
// Padding and Spacing
|
||||
@ -450,8 +460,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
|
||||
|
||||
// Make table current
|
||||
const int table_idx = g.Tables.GetIndex(table);
|
||||
g.CurrentTableStack.push_back(ImGuiPtrOrIndex(table_idx));
|
||||
g.CurrentTable = table;
|
||||
outer_window->DC.CurrentTableIdx = table_idx;
|
||||
if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
|
||||
@ -464,6 +472,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
if (table_idx >= g.TablesLastTimeActive.Size)
|
||||
g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);
|
||||
g.TablesLastTimeActive[table_idx] = (float)g.Time;
|
||||
temp_data->LastTimeActive = (float)g.Time;
|
||||
table->MemoryCompacted = false;
|
||||
|
||||
// Setup memory buffer (clear data if columns count changed)
|
||||
@ -1112,7 +1121,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// Initial state
|
||||
ImGuiWindow* inner_window = table->InnerWindow;
|
||||
if (table->Flags & ImGuiTableFlags_NoClip)
|
||||
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
|
||||
table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
|
||||
else
|
||||
inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
|
||||
}
|
||||
@ -1200,6 +1209,7 @@ void ImGui::EndTable()
|
||||
const ImGuiTableFlags flags = table->Flags;
|
||||
ImGuiWindow* inner_window = table->InnerWindow;
|
||||
ImGuiWindow* outer_window = table->OuterWindow;
|
||||
ImGuiTableTempData* temp_data = table->TempData;
|
||||
IM_ASSERT(inner_window == g.CurrentWindow);
|
||||
IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
|
||||
|
||||
@ -1212,9 +1222,9 @@ void ImGui::EndTable()
|
||||
TableOpenContextMenu((int)table->HoveredColumnBody);
|
||||
|
||||
// Finalize table height
|
||||
inner_window->DC.PrevLineSize = table->HostBackupPrevLineSize;
|
||||
inner_window->DC.CurrLineSize = table->HostBackupCurrLineSize;
|
||||
inner_window->DC.CursorMaxPos = table->HostBackupCursorMaxPos;
|
||||
inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
|
||||
inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
|
||||
inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
|
||||
const float inner_content_max_y = table->RowPosY2;
|
||||
IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);
|
||||
if (inner_window != outer_window)
|
||||
@ -1261,10 +1271,11 @@ void ImGui::EndTable()
|
||||
#endif
|
||||
|
||||
// Flatten channels and merge draw calls
|
||||
table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
|
||||
ImDrawListSplitter* splitter = table->DrawSplitter;
|
||||
splitter->SetCurrentChannel(inner_window->DrawList, 0);
|
||||
if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
|
||||
TableMergeDrawChannels(table);
|
||||
table->DrawSplitter.Merge(inner_window->DrawList);
|
||||
splitter->Merge(inner_window->DrawList);
|
||||
|
||||
// Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
|
||||
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
|
||||
@ -1306,18 +1317,18 @@ void ImGui::EndTable()
|
||||
|
||||
// Pop from id stack
|
||||
IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!");
|
||||
IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= table->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
|
||||
IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
|
||||
PopID();
|
||||
|
||||
// Restore window data that we modified
|
||||
const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos;
|
||||
inner_window->WorkRect = table->HostBackupWorkRect;
|
||||
inner_window->ParentWorkRect = table->HostBackupParentWorkRect;
|
||||
inner_window->WorkRect = temp_data->HostBackupWorkRect;
|
||||
inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect;
|
||||
inner_window->SkipItems = table->HostSkipItems;
|
||||
outer_window->DC.CursorPos = table->OuterRect.Min;
|
||||
outer_window->DC.ItemWidth = table->HostBackupItemWidth;
|
||||
outer_window->DC.ItemWidthStack.Size = table->HostBackupItemWidthStackSize;
|
||||
outer_window->DC.ColumnsOffset = table->HostBackupColumnsOffset;
|
||||
outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth;
|
||||
outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize;
|
||||
outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset;
|
||||
|
||||
// Layout in outer window
|
||||
// (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding
|
||||
@ -1340,20 +1351,20 @@ void ImGui::EndTable()
|
||||
IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0);
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth);
|
||||
}
|
||||
else if (table->UserOuterSize.x <= 0.0f)
|
||||
else if (temp_data->UserOuterSize.x <= 0.0f)
|
||||
{
|
||||
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f;
|
||||
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - table->UserOuterSize.x);
|
||||
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
|
||||
}
|
||||
else
|
||||
{
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x);
|
||||
}
|
||||
if (table->UserOuterSize.y <= 0.0f)
|
||||
if (temp_data->UserOuterSize.y <= 0.0f)
|
||||
{
|
||||
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f;
|
||||
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - table->UserOuterSize.y);
|
||||
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
|
||||
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y));
|
||||
}
|
||||
else
|
||||
@ -1369,8 +1380,15 @@ void ImGui::EndTable()
|
||||
|
||||
// Clear or restore current table, if any
|
||||
IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
|
||||
g.CurrentTableStack.pop_back();
|
||||
g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL;
|
||||
IM_ASSERT(g.CurrentTableStackIdx >= 0);
|
||||
g.CurrentTableStackIdx--;
|
||||
temp_data = g.CurrentTableStackIdx >= 0 ? &g.TablesTempDataStack[g.CurrentTableStackIdx] : NULL;
|
||||
g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
|
||||
if (g.CurrentTable)
|
||||
{
|
||||
g.CurrentTable->TempData = temp_data;
|
||||
g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;
|
||||
}
|
||||
outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;
|
||||
}
|
||||
|
||||
@ -1743,7 +1761,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
|
||||
if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
|
||||
window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();
|
||||
table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
|
||||
}
|
||||
|
||||
// Draw row background
|
||||
@ -1815,7 +1833,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
|
||||
// Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
|
||||
SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
|
||||
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
|
||||
}
|
||||
|
||||
if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
|
||||
@ -1930,14 +1948,14 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
|
||||
if (table->Flags & ImGuiTableFlags_NoClip)
|
||||
{
|
||||
// FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
|
||||
table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
|
||||
//IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP);
|
||||
}
|
||||
else
|
||||
{
|
||||
// FIXME-TABLE: Could avoid this if draw channel is dummy channel?
|
||||
SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
|
||||
table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
|
||||
}
|
||||
|
||||
// Logging
|
||||
@ -2185,7 +2203,7 @@ void ImGui::TablePushBackgroundChannel()
|
||||
// Optimization: avoid SetCurrentChannel() + PushClipRect()
|
||||
table->HostBackupInnerClipRect = window->ClipRect;
|
||||
SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);
|
||||
table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);
|
||||
}
|
||||
|
||||
void ImGui::TablePopBackgroundChannel()
|
||||
@ -2197,7 +2215,7 @@ void ImGui::TablePopBackgroundChannel()
|
||||
|
||||
// Optimization: avoid PopClipRect() + SetCurrentChannel()
|
||||
SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);
|
||||
table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
|
||||
table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
|
||||
}
|
||||
|
||||
// Allocate draw channels. Called by TableUpdateLayout()
|
||||
@ -2223,7 +2241,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table)
|
||||
const int channels_for_bg = 1 + 1 * freeze_row_multiplier;
|
||||
const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0;
|
||||
const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
|
||||
table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
|
||||
table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);
|
||||
table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);
|
||||
table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN;
|
||||
table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN);
|
||||
@ -2287,7 +2305,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table)
|
||||
void ImGui::TableMergeDrawChannels(ImGuiTable* table)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImDrawListSplitter* splitter = &table->DrawSplitter;
|
||||
ImDrawListSplitter* splitter = table->DrawSplitter;
|
||||
const bool has_freeze_v = (table->FreezeRowsCount > 0);
|
||||
const bool has_freeze_h = (table->FreezeColumnsCount > 0);
|
||||
IM_ASSERT(splitter->_Current == 0);
|
||||
@ -2458,7 +2476,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
return;
|
||||
|
||||
ImDrawList* inner_drawlist = inner_window->DrawList;
|
||||
table->DrawSplitter.SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);
|
||||
table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);
|
||||
inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
|
||||
|
||||
// Draw inner border and resizing feedback
|
||||
@ -2718,8 +2736,9 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
TableSortSpecsSanitize(table);
|
||||
|
||||
// Write output
|
||||
table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);
|
||||
ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
|
||||
ImGuiTableTempData* temp_data = table->TempData;
|
||||
temp_data->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);
|
||||
ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &temp_data->SortSpecsSingle : temp_data->SortSpecsMulti.Data;
|
||||
if (sort_specs != NULL)
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
{
|
||||
@ -3417,8 +3436,6 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
|
||||
//IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(table->MemoryCompacted == false);
|
||||
table->DrawSplitter.ClearFreeMemory();
|
||||
table->SortSpecsMulti.clear();
|
||||
table->SortSpecs.Specs = NULL;
|
||||
table->IsSortSpecsDirty = true;
|
||||
table->ColumnsNames.clear();
|
||||
@ -3428,6 +3445,13 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
|
||||
g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;
|
||||
}
|
||||
|
||||
void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data)
|
||||
{
|
||||
temp_data->DrawSplitter.ClearFreeMemory();
|
||||
temp_data->SortSpecsMulti.clear();
|
||||
temp_data->LastTimeActive = -1.0f;
|
||||
}
|
||||
|
||||
// Compact and remove unused settings data (currently only used by TestEngine)
|
||||
void ImGui::TableGcCompactSettings()
|
||||
{
|
||||
|
@ -3586,12 +3586,12 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t
|
||||
namespace ImStb
|
||||
{
|
||||
|
||||
static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
|
||||
static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; }
|
||||
static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
|
||||
static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; }
|
||||
static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; }
|
||||
static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
|
||||
static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; }
|
||||
static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
|
||||
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
|
||||
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)
|
||||
{
|
||||
const ImWchar* text = obj->TextW.Data;
|
||||
const ImWchar* text_remaining = NULL;
|
||||
@ -3604,19 +3604,20 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob
|
||||
r->num_chars = (int)(text_remaining - (text + line_start_idx));
|
||||
}
|
||||
|
||||
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
|
||||
static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
|
||||
static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }
|
||||
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
|
||||
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }
|
||||
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
|
||||
#ifdef __APPLE__ // FIXME: Move setting to IO structure
|
||||
static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; }
|
||||
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
|
||||
static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; }
|
||||
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
|
||||
#else
|
||||
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
|
||||
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
|
||||
#endif
|
||||
#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
|
||||
#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
|
||||
|
||||
static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
|
||||
static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
|
||||
{
|
||||
ImWchar* dst = obj->TextW.Data + pos;
|
||||
|
||||
@ -3632,9 +3633,9 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
|
||||
*dst = '\0';
|
||||
}
|
||||
|
||||
static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
|
||||
static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len)
|
||||
{
|
||||
const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0;
|
||||
const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
|
||||
const int text_len = obj->CurLenW;
|
||||
IM_ASSERT(pos <= text_len);
|
||||
|
||||
@ -3688,7 +3689,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im
|
||||
|
||||
// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
|
||||
// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
|
||||
static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)
|
||||
static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)
|
||||
{
|
||||
stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);
|
||||
ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);
|
||||
@ -4074,7 +4075,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
backup_current_text_length = state->CurLenA;
|
||||
state->Edited = false;
|
||||
state->BufCapacityA = buf_size;
|
||||
state->UserFlags = flags;
|
||||
state->Flags = flags;
|
||||
state->UserCallback = callback;
|
||||
state->UserCallbackData = callback_user_data;
|
||||
|
||||
@ -4427,7 +4428,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
|
||||
// Clear temporary user storage
|
||||
state->UserFlags = 0;
|
||||
state->Flags = ImGuiInputTextFlags_None;
|
||||
state->UserCallback = NULL;
|
||||
state->UserCallbackData = NULL;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user