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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_opengl3.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # imgui.cpp # imgui_internal.h
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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()
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@ -382,6 +383,8 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
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void ImGui_ImplDX9_NewFrame()
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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