mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # imgui.cpp # imgui.h # imgui_demo.cpp
This commit is contained in:
@ -9,9 +9,13 @@
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
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// To build this on 32-bit systems:
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// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
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// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
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// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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@ -326,7 +330,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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if (r.right > r.left && r.bottom > r.top)
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{
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D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
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texture_handle.ptr = (UINT64)(intptr_t)pcmd->GetTexID();
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texture_handle.ptr = (UINT64)pcmd->GetTexID();
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ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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@ -483,6 +487,13 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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}
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// Store our identifier
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// READ THIS IF THE STATIC_ASSERT() TRIGGERS:
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// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
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// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
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// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
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static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
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io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr);
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}
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@ -6,7 +6,7 @@
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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@ -297,8 +297,8 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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if (io.Fonts->TexPixelsUseColors)
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{
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ImU32* dst_start = (ImU32*)ImGui::MemAlloc(width * height * bytes_per_pixel);
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for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + width * height; dst < dst_end; src++, dst++)
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ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
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for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
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*dst = IMGUI_COL_TO_DX9_ARGB(*src);
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pixels = (unsigned char*)dst_start;
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}
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@ -312,7 +312,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
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return false;
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for (int y = 0; y < height; y++)
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memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
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memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
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g_FontTexture->UnlockRect(0);
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// Store our identifier
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@ -8,7 +8,7 @@
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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@ -16,6 +16,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
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// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
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// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
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@ -157,7 +158,7 @@ using namespace gl;
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static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
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static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
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static GLuint g_FontTexture = 0;
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static GLuint g_ShaderHandle = 0;
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static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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@ -704,23 +705,29 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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// Create shaders
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const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
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glCompileShader(g_VertHandle);
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CheckShader(g_VertHandle, "vertex shader");
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GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);
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glCompileShader(vert_handle);
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CheckShader(vert_handle, "vertex shader");
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const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
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glCompileShader(g_FragHandle);
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CheckShader(g_FragHandle, "fragment shader");
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GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);
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glCompileShader(frag_handle);
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CheckShader(frag_handle, "fragment shader");
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// Link
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g_ShaderHandle = glCreateProgram();
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glAttachShader(g_ShaderHandle, vert_handle);
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glAttachShader(g_ShaderHandle, frag_handle);
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glLinkProgram(g_ShaderHandle);
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CheckProgram(g_ShaderHandle, "shader program");
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glDetachShader(g_ShaderHandle, vert_handle);
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glDetachShader(g_ShaderHandle, frag_handle);
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glDeleteShader(vert_handle);
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glDeleteShader(frag_handle);
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
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@ -747,10 +754,6 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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{
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if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
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if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
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if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
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if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
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if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
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if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
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if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
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ImGui_ImplOpenGL3_DestroyFontsTexture();
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@ -9,7 +9,7 @@
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// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
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// [ ] Platform: Multi-viewport / platform windows.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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@ -20,6 +20,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
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// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
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// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
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// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
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@ -304,12 +305,12 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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for (NSUInteger i = 0; i < len; i++)
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{
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int c = [str characterAtIndex:i];
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if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
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if (!io.KeySuper && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
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io.AddInputCharacter((unsigned int)c);
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// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
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int key = mapCharacterToKey(c);
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if (key != -1 && key < 256 && !io.KeyCtrl)
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if (key != -1 && key < 256 && !io.KeySuper)
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resetKeys();
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if (key != -1)
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io.KeysDown[key] = true;
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@ -507,6 +507,8 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
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if (RtlVerifyVersionInfoFn == NULL)
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if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
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RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
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if (RtlVerifyVersionInfoFn == NULL)
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return FALSE;
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RTL_OSVERSIONINFOEXW versionInfo = { };
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ULONGLONG conditionMask = 0;
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