mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
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_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # imgui.cpp # imgui_internal.h
This commit is contained in:
@ -67,11 +67,10 @@ struct ImGui_ImplAllegro5_Data
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ImGui_ImplAllegro5_Data() { memset(this, 0, sizeof(*this)); }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplAllegro5_Data* g_Data;
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplAllegro5_Data); return g_Data; }
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplAllegro5_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
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struct ImDrawVertAllegro
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{
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@ -274,13 +273,13 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_CreateBackendData();
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bd->Display = display;
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// Setup backend capabilities flags
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io.BackendRendererUserData = (void*)bd;
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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bd->Display = display;
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// Create custom vertex declaration.
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// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
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@ -329,20 +328,18 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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void ImGui_ImplAllegro5_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ImGui_ImplAllegro5_InvalidateDeviceObjects();
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bd->Display = NULL;
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bd->Time = 0.0;
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if (bd->VertexDecl)
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al_destroy_vertex_decl(bd->VertexDecl);
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bd->VertexDecl = NULL;
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if (bd->ClipboardTextData)
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al_free(bd->ClipboardTextData);
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bd->ClipboardTextData = NULL;
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ImGui_ImplAllegro5_DestroyBackendData();
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io.BackendPlatformUserData = NULL;
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io.BackendPlatformName = io.BackendRendererName = NULL;
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IM_DELETE(bd);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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@ -430,6 +427,8 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
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void ImGui_ImplAllegro5_NewFrame()
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{
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplAllegro5_Init()?");
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if (!bd->Texture)
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ImGui_ImplAllegro5_CreateDeviceObjects();
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@ -64,17 +64,18 @@ struct ImGui_ImplDX10_Data
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ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplDX10_Data* g_Data;
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX10_Data); return g_Data; }
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX10_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Forward Declarations
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static void ImGui_ImplDX10_InitPlatformInterface();
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static void ImGui_ImplDX10_ShutdownPlatformInterface();
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@ -530,7 +531,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_CreateBackendData();
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ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx10";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -563,16 +564,18 @@ void ImGui_ImplDX10_Shutdown()
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ImGui_ImplDX10_ShutdownPlatformInterface();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX10_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplDX10_NewFrame()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
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if (!bd->pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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}
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@ -65,17 +65,18 @@ struct ImGui_ImplDX11_Data
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ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplDX11_Data* g_Data;
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX11_Data); return g_Data; }
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX11_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Forward Declarations
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static void ImGui_ImplDX11_InitPlatformInterface();
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static void ImGui_ImplDX11_ShutdownPlatformInterface();
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@ -542,7 +543,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_CreateBackendData();
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ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -579,17 +580,19 @@ void ImGui_ImplDX11_Shutdown()
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ImGui_ImplDX11_ShutdownPlatformInterface();
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ImGui_ImplDX11_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
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if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); bd->pd3dDeviceContext = NULL; }
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX11_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplDX11_NewFrame()
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{
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
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if (!bd->pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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}
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@ -67,11 +67,12 @@ struct ImGui_ImplDX12_Data
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ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplDX12_Data* g_Data;
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX12_Data); return g_Data; }
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Buffers used during the rendering of a frame
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struct ImGui_ImplDX12_RenderBuffers
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@ -155,21 +156,6 @@ struct ImGui_ImplDX12_ViewportData
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}
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};
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template<typename T>
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static void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
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{
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SafeRelease(render_buffers->IndexBuffer);
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SafeRelease(render_buffers->VertexBuffer);
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render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
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}
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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@ -237,6 +223,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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ctx->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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{
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@ -750,6 +744,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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return true;
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}
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static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
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{
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SafeRelease(render_buffers->IndexBuffer);
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SafeRelease(render_buffers->VertexBuffer);
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render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
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}
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void ImGui_ImplDX12_InvalidateDeviceObjects()
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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@ -769,15 +770,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_CreateBackendData();
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bd->pd3dDevice = device;
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bd->RTVFormat = rtv_format;
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bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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bd->numFramesInFlight = num_frames_in_flight;
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bd->pd3dSrvDescHeap = cbv_srv_heap;
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// Setup backend capabilities flags
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ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -785,6 +779,13 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX12_InitPlatformInterface();
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bd->pd3dDevice = device;
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bd->RTVFormat = rtv_format;
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bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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bd->numFramesInFlight = num_frames_in_flight;
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bd->pd3dSrvDescHeap = cbv_srv_heap;
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// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
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// Since this is created and managed by the application, we will only use the ->Resources[] fields.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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@ -815,12 +816,14 @@ void ImGui_ImplDX12_Shutdown()
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX12_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplDX12_NewFrame()
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
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if (!bd->pPipelineState)
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ImGui_ImplDX12_CreateDeviceObjects();
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}
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|
@ -51,12 +51,6 @@ struct ImGui_ImplDX9_Data
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ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
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static ImGui_ImplDX9_Data* g_Data;
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplDX9_Data); return g_Data; }
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplDX9_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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struct CUSTOMVERTEX
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{
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float pos[3];
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@ -71,6 +65,13 @@ struct CUSTOMVERTEX
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#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
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#endif
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Forward Declarations
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static void ImGui_ImplDX9_InitPlatformInterface();
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static void ImGui_ImplDX9_ShutdownPlatformInterface();
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@ -287,7 +288,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_CreateBackendData();
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ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -309,10 +310,10 @@ void ImGui_ImplDX9_Shutdown()
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ImGui_ImplDX9_ShutdownPlatformInterface();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
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io.BackendRendererName = NULL;
|
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io.BackendRendererUserData = NULL;
|
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ImGui_ImplDX9_DestroyBackendData();
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IM_DELETE(bd);
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}
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||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
@ -382,6 +383,8 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
@ -103,11 +103,17 @@ struct ImGui_ImplGlfw_Data
|
||||
ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplGlfw_Data* g_Data;
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplGlfw_Data); return g_Data; }
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
|
||||
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
|
||||
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplGlfw_UpdateMonitors();
|
||||
@ -199,12 +205,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_CreateBackendData();
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
@ -214,6 +216,10 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
#endif
|
||||
|
||||
bd->Window = window;
|
||||
bd->Time = 0.0;
|
||||
bd->WantUpdateMonitors = true;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
@ -326,6 +332,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey);
|
||||
glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar);
|
||||
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
||||
}
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
@ -333,7 +340,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
ImGui_ImplGlfw_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
|
||||
@ -514,6 +521,7 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
|
@ -65,11 +65,12 @@ struct ImGui_ImplOpenGL2_Data
|
||||
ImGui_ImplOpenGL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplOpenGL2_Data* g_Data;
|
||||
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL2_Data); return g_Data; }
|
||||
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplOpenGL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL2_InitPlatformInterface();
|
||||
@ -82,7 +83,7 @@ bool ImGui_ImplOpenGL2_Init()
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_CreateBackendData();
|
||||
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
@ -96,17 +97,20 @@ bool ImGui_ImplOpenGL2_Init()
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
|
||||
ImGui_ImplOpenGL2_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplOpenGL2_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
|
||||
|
||||
if (!bd->FontTexture)
|
||||
ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
}
|
||||
|
@ -191,11 +191,12 @@ struct ImGui_ImplOpenGL3_Data
|
||||
ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplOpenGL3_Data* g_Data;
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL3_Data); return g_Data; }
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { IM_ASSERT(ImGui::GetCurrentContext() != NULL); return g_Data; }
|
||||
static void ImGui_ImplOpenGL3_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOpenGL3_InitPlatformInterface();
|
||||
@ -207,7 +208,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_CreateBackendData();
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();;
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
@ -226,9 +230,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
bd->GlVersion = 200; // GLES 2
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
@ -306,17 +307,20 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplOpenGL3_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
|
||||
if (!bd->ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
@ -21,6 +21,7 @@
|
||||
// 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.
|
||||
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
|
||||
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
||||
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
|
||||
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
|
||||
@ -83,14 +84,17 @@ struct ImGui_ImplSDL2_Data
|
||||
bool MouseCanUseGlobalState;
|
||||
bool UseVulkan;
|
||||
|
||||
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Wrapping access to backend data data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplSDL2_Data* g_Data;
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplSDL2_Data); return g_Data; }
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
|
||||
static void ImGui_ImplSDL2_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL2_UpdateMonitors();
|
||||
@ -184,10 +188,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
|
||||
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_CreateBackendData();
|
||||
bd->Window = window;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_sdl";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
@ -196,6 +198,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
#endif
|
||||
|
||||
bd->Window = window;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
@ -299,23 +303,18 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
bd->Window = NULL;
|
||||
|
||||
ImGui_ImplSDL2_ShutdownPlatformInterface();
|
||||
|
||||
// Destroy last known clipboard data
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = NULL;
|
||||
|
||||
// Destroy SDL mouse cursors
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
|
||||
memset(bd->MouseCursors, 0, sizeof(bd->MouseCursors));
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
ImGui_ImplSDL2_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
|
||||
@ -485,19 +484,19 @@ static void ImGui_ImplSDL2_UpdateMonitors()
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
void ImGui_ImplSDL2_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd->Window == window); // FIXME: Should remove parameter from ImGui_ImplSDL2_NewFrame()
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
SDL_GetWindowSize(bd->Window, &w, &h);
|
||||
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
|
||||
w = h = 0;
|
||||
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
|
||||
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
@ -12,7 +12,7 @@
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
@ -28,5 +28,9 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
|
||||
#endif
|
||||
|
@ -124,12 +124,6 @@ struct ImGui_ImplVulkan_Data
|
||||
}
|
||||
};
|
||||
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplVulkan_Data* g_Data;
|
||||
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplVulkan_Data); return g_Data; }
|
||||
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
|
||||
static void ImGui_ImplVulkan_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
|
||||
// Forward Declarations
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
@ -343,6 +337,14 @@ static uint32_t __glsl_shader_frag_spv[] =
|
||||
// FUNCTIONS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not tested and probably dysfunctional in this backend.
|
||||
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
}
|
||||
|
||||
static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
@ -1057,7 +1059,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_CreateBackendData();
|
||||
ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
@ -1090,6 +1092,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
|
||||
void ImGui_ImplVulkan_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
|
||||
// First destroy objects in all viewports
|
||||
ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
|
||||
@ -1102,14 +1107,16 @@ void ImGui_ImplVulkan_Shutdown()
|
||||
// Clean up windows
|
||||
ImGui_ImplVulkan_ShutdownPlatformInterface();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplVulkan_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_NewFrame()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?");
|
||||
IM_UNUSED(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
|
@ -91,19 +91,14 @@ struct ImGui_ImplWin32_Data
|
||||
ImGui_ImplWin32_Data() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
#if 1
|
||||
// Wrapping access to backend data (to facilitate multiple-contexts stored in io.BackendPlatformUserData)
|
||||
static ImGui_ImplWin32_Data* g_Data;
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplWin32_Data); return g_Data; }
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return ImGui::GetCurrentContext() ? g_Data : NULL; }
|
||||
static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
|
||||
#else
|
||||
// FIXME: mouse cursor is a shared resource.
|
||||
// FIXME: facilitate calling ImGui_ImplWin32_WndProcHandler() handler and letting us do the right dispatch
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_CreateBackendData() { return IM_NEW(ImGui_ImplWin32_Data)(); }
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() { return (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData; }
|
||||
static void ImGui_ImplWin32_DestroyBackendData() { IM_DELETE(ImGui_ImplWin32_GetBackendData()); }
|
||||
#endif
|
||||
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
||||
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
||||
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
||||
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
@ -117,15 +112,8 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
|
||||
return false;
|
||||
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_CreateBackendData();
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
bd->WantUpdateMonitors = true;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
@ -133,6 +121,13 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
bd->WantUpdateMonitors = true;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||
@ -200,7 +195,7 @@ void ImGui_ImplWin32_Shutdown()
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
ImGui_ImplWin32_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
@ -379,6 +374,7 @@ void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplWin32_Init()?");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
@ -541,10 +537,10 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
|
||||
if (RtlVerifyVersionInfoFn == NULL)
|
||||
return FALSE;
|
||||
|
||||
RTL_OSVERSIONINFOEXW versionInfo = { };
|
||||
ULONGLONG conditionMask = 0;
|
||||
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
|
||||
versionInfo.dwMajorVersion = major;
|
||||
RTL_OSVERSIONINFOEXW versionInfo = { };
|
||||
ULONGLONG conditionMask = 0;
|
||||
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
|
||||
versionInfo.dwMajorVersion = major;
|
||||
versionInfo.dwMinorVersion = minor;
|
||||
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
|
||||
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
|
||||
|
Reference in New Issue
Block a user