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

@ -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);