mirror of
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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_dx11.cpp # examples/imgui_impl_glfw.cpp # examples/imgui_impl_sdl.cpp # imgui.cpp
This commit is contained in:
13
examples/.gitignore
vendored
13
examples/.gitignore
vendored
@ -1,18 +1,21 @@
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build/*
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*/Debug/*
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*/Release/*
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*/ipch/*
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*/x64/*
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*.opensdf
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*.sdf
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*.suo
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*.user
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*.o
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*.obj
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*.exe
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## Visual Studio cruft
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.vs/*
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*/ipch/*
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*.opensdf
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*.log
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*.pdb
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*.ilk
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*.user
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*.sdf
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*.suo
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*.VC.db
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*.VC.VC.opendb
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@ -34,11 +34,11 @@ static ID3D10Device* g_pd3dDevice = NULL;
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static IDXGIFactory* g_pFactory = NULL;
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static ID3D10Buffer* g_pVB = NULL;
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static ID3D10Buffer* g_pIB = NULL;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D10Blob* g_pVertexShaderBlob = NULL;
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static ID3D10VertexShader* g_pVertexShader = NULL;
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static ID3D10InputLayout* g_pInputLayout = NULL;
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static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D10Blob* g_pPixelShaderBlob = NULL;
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static ID3D10PixelShader* g_pPixelShader = NULL;
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static ID3D10SamplerState* g_pFontSampler = NULL;
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static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
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@ -12,6 +12,7 @@
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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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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
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// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
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// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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@ -30,14 +31,14 @@
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// DirectX data
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
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static IDXGIFactory1* g_pFactory = NULL;
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static IDXGIFactory* g_pFactory = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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static ID3D11Buffer* g_pIB = NULL;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D10Blob* g_pVertexShaderBlob = NULL;
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static ID3D11VertexShader* g_pVertexShader = NULL;
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static ID3D11InputLayout* g_pInputLayout = NULL;
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D10Blob* g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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@ -477,7 +478,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIAdapter* pDXGIAdapter = NULL;
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IDXGIFactory1* pFactory = NULL;
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IDXGIFactory* pFactory = NULL;
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if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
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if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
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@ -16,6 +16,7 @@
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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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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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@ -223,7 +224,13 @@ static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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ImGuiViewport* viewport = platform_io.Viewports[n];
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GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
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IM_ASSERT(window != NULL);
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if (glfwGetWindowAttrib(window, GLFW_FOCUSED))
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#ifdef __EMSCRIPTEN__
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const bool focused = true;
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IM_ASSERT(platform_io.Viewports.Size == 1);
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#else
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const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
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#endif
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if (focused)
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{
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if (io.WantSetMousePos)
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{
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@ -17,6 +17,7 @@
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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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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
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// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
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@ -253,7 +254,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
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io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
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g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
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#if SDL_HAS_CAPTURE_MOUSE
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#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
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SDL_Window* focused_window = SDL_GetKeyboardFocus();
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if (focused_window)
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{
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