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:
ocornut
2021-07-09 20:16:19 +02:00
33 changed files with 554 additions and 416 deletions

View File

@ -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);