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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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@ -65,11 +65,12 @@ struct ImGui_ImplOpenGL2_Data
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ImGui_ImplOpenGL2_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_ImplOpenGL2_Data* g_Data;
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplOpenGL2_Data); return g_Data; }
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplOpenGL2_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_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Forward Declarations
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static void ImGui_ImplOpenGL2_InitPlatformInterface();
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@ -82,7 +83,7 @@ bool ImGui_ImplOpenGL2_Init()
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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_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_CreateBackendData();
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ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_opengl2";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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@ -96,17 +97,20 @@ bool ImGui_ImplOpenGL2_Init()
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void ImGui_ImplOpenGL2_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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ImGui_ImplOpenGL2_ShutdownPlatformInterface();
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ImGui_ImplOpenGL2_DestroyDeviceObjects();
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplOpenGL2_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplOpenGL2_NewFrame()
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{
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplOpenGL2_CreateDeviceObjects();
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}
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