Viewport: Renamed RenderPlatformWindows() to RenderPlatformWindowsDefault(), tweaked examples and emphasis optional Viewport code path. (#1542)

This commit is contained in:
omar 2018-04-05 11:06:00 +02:00
parent 0cad274b87
commit 9d8bc79025
10 changed files with 52 additions and 28 deletions

View File

@ -208,9 +208,12 @@ int main(int, char**)
ImGui::Render(); ImGui::Render();
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled) // Update and Render additional Platform Windows
ImGui::UpdatePlatformWindows(); if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui::RenderPlatformWindows(NULL, NULL); {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync //g_pSwapChain->Present(0, 0); // Present without vsync

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@ -226,9 +226,12 @@ int main(int, char**)
ImGui::Render(); ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled) // Update and Render additional Platform Windows
ImGui::UpdatePlatformWindows(); if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui::RenderPlatformWindows(NULL, NULL); {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync //g_pSwapChain->Present(0, 0); // Present without vsync

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@ -401,9 +401,12 @@ int main(int, char**)
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled) // Update and Render additional Platform Windows
ImGui::UpdatePlatformWindows(); if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui::RenderPlatformWindows(NULL, NULL); {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync //g_pSwapChain->Present(0, 0); // Present without vsync

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@ -117,9 +117,12 @@ int main(int, char**)
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled) // Update and Render additional Platform Windows
ImGui::UpdatePlatformWindows(); if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui::RenderPlatformWindows(NULL, NULL); {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapBuffers(window); glfwSwapBuffers(window);

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@ -124,9 +124,12 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled) // Update and Render additional Platform Windows
ImGui::UpdatePlatformWindows(); if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui::RenderPlatformWindows(NULL, NULL); {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapBuffers(window); glfwSwapBuffers(window);

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@ -132,9 +132,12 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled) // Update and Render additional Platform Windows
ImGui::UpdatePlatformWindows(); if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui::RenderPlatformWindows(NULL, NULL); {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
SDL_GL_MakeCurrent(window, gl_context); SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);

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@ -469,9 +469,12 @@ int main(int, char**)
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd); FrameRender(wd);
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled) // Update and Render additional Platform Windows
ImGui::UpdatePlatformWindows(); if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui::RenderPlatformWindows(NULL, NULL); {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
FramePresent(wd); FramePresent(wd);
} }

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@ -479,9 +479,12 @@ int main(int, char**)
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd); FrameRender(wd);
// Update and Render additional Platform Windows (when ImGuiConfigFlags_EnableViewports is enabled) // Update and Render additional Platform Windows
ImGui::UpdatePlatformWindows(); if (io.ConfigFlags & ImGuiConfigFlags_EnableViewports)
ImGui::RenderPlatformWindows(NULL, NULL); {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
FramePresent(wd); FramePresent(wd);
} }

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@ -3602,7 +3602,7 @@ void ImGui::UpdatePlatformWindows()
// MySwapBufferFunction(data->Viewports[i], my_args); // MySwapBufferFunction(data->Viewports[i], my_args);
// //
// Note how we intentionally skip the main viewport (index 0) which is generally rendered as part of our main application. // Note how we intentionally skip the main viewport (index 0) which is generally rendered as part of our main application.
void ImGui::RenderPlatformWindows(void* platform_render_arg, void* renderer_render_arg) void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
{ {
if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableViewports)) if (!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_EnableViewports))
return; return;

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@ -551,7 +551,7 @@ namespace ImGui
IMGUI_API ImGuiPlatformData* GetPlatformData(); // List of viewports. Viewport 0 is always the main viewport, followed by the secondary viewports. IMGUI_API ImGuiPlatformData* GetPlatformData(); // List of viewports. Viewport 0 is always the main viewport, followed by the secondary viewports.
IMGUI_API ImGuiViewport* GetMainViewport(); // GetPlatformData()->MainViewport IMGUI_API ImGuiViewport* GetMainViewport(); // GetPlatformData()->MainViewport
IMGUI_API void UpdatePlatformWindows(); // Call in main loop. Create/Destroy/Resize platform windows so there's one for each viewport IMGUI_API void UpdatePlatformWindows(); // Call in main loop. Create/Destroy/Resize platform windows so there's one for each viewport
IMGUI_API void RenderPlatformWindows(void* platform_render_arg, void* renderer_render_arg); // Call in main loop. Call RenderWindow/SwapBuffers from the ImGuiPlatformIO structure. May be reimplemented by user. IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // Call in main loop. Call RenderWindow/SwapBuffers from the ImGuiPlatformIO structure. May be reimplemented by user.
IMGUI_API void DestroyPlatformWindows(); // (Optional) Call in back-end shutdown if you need to close Platform Windows before imgui shutdown. IMGUI_API void DestroyPlatformWindows(); // (Optional) Call in back-end shutdown if you need to close Platform Windows before imgui shutdown.
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle);
@ -1878,8 +1878,8 @@ struct ImFont
// This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~ Windowing), one for Renderer. // This is designed so we can mix and match two imgui_impl_xxxx files, one for the Platform (~ Windowing), one for Renderer.
// Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions. // Custom engine back-ends will often provide both Platform and Renderer interfaces and thus may not need to use all functions.
// Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
// RenderPlatformWindows() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers, // RenderPlatformWindowsDefault() basically iterate secondary viewports and call Platform+Renderer's RenderWindow then Platform+Renderer's SwapBuffers,
// You may skip using RenderPlatformWindows() and call your functions yourself if you need specific behavior for your multi-window rendering. // You may skip using RenderPlatformWindowsDefault() and call your draw/swap functions yourself if you need specific behavior for your multi-window rendering.
struct ImGuiPlatformIO struct ImGuiPlatformIO
{ {
// Platform (e.g. Win32, GLFW, SDL2) // Platform (e.g. Win32, GLFW, SDL2)