mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # examples/imgui_impl_opengl3.cpp # imgui.cpp
This commit is contained in:
46
examples/.gitignore
vendored
46
examples/.gitignore
vendored
@ -1,46 +0,0 @@
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build/*
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*/Debug/*
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*/Release/*
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*/x64/*
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*.o
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*.obj
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*.exe
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## Visual Studio cruft
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.vs/*
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*/ipch/*
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*.opensdf
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*.log
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*.pdb
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*.ilk
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*.user
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*.sdf
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*.suo
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*.VC.db
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*.VC.VC.opendb
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## Xcode cruft
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.DS_Store
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project.xcworkspace
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xcuserdata
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## Emscripten output
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*.o.tmp
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*.out.js
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*.out.wasm
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example_emscripten/example_emscripten.*
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## Unix executables
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example_glfw_opengl2/example_glfw_opengl2
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example_glfw_opengl3/example_glfw_opengl3
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example_glut_opengl2/example_glut_opengl2
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example_null/example_null
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example_sdl_opengl2/example_sdl_opengl2
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example_sdl_opengl3/example_sdl_opengl3
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## Dear ImGui Ini files
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imgui.ini
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## JetBrains IDEs
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.idea
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cmake-build-*
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@ -1,5 +1,5 @@
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-----------------------------------------------------------------------
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dear imgui, v1.76 WIP
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dear imgui, v1.76
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-----------------------------------------------------------------------
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examples/README.txt
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(This is the README file for the examples/ folder. See docs/ for more documentation)
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@ -9,7 +9,9 @@
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#include <dxgi1_4.h>
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#include <tchar.h>
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//#define DX12_ENABLE_DEBUG_LAYER
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#ifdef _DEBUG
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#define DX12_ENABLE_DEBUG_LAYER
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#endif
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#ifdef DX12_ENABLE_DEBUG_LAYER
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#include <dxgidebug.h>
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@ -460,6 +462,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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case WM_SIZE:
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if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
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{
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WaitForLastSubmittedFrame();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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CleanupRenderTarget();
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ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
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@ -14,6 +14,7 @@
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// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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struct ALLEGRO_DISPLAY;
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union ALLEGRO_EVENT;
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@ -24,6 +25,6 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
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@ -11,6 +11,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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struct ID3D10Device;
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@ -19,6 +20,6 @@ IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
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@ -11,6 +11,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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@ -20,6 +21,6 @@ IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
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@ -13,6 +13,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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enum DXGI_FORMAT;
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struct ID3D12Device;
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@ -31,6 +32,6 @@ IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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struct IDirect3DDevice9;
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@ -19,6 +20,6 @@ IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
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// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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struct GLFWwindow;
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struct GLFWmonitor;
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
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IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
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IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
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IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
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// Use if you want to reset your rendering device without losing ImGui state.
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include "imgui.h" // IMGUI_IMPL_API
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@class MTLRenderPassDescriptor;
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@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
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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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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
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// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
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// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
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// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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@ -143,7 +144,7 @@ using namespace gl;
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#endif
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// OpenGL Data
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static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
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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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@ -158,21 +159,21 @@ static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
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// Functions
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bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Query for GL version
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// Query for GL version (e.g. 320 for GL 3.2)
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#if !defined(IMGUI_IMPL_OPENGL_ES2)
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GLint major, minor;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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g_GlVersion = major * 1000 + minor;
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g_GlVersion = major * 100 + minor * 10;
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#else
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g_GlVersion = 2000; // GLES 2
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g_GlVersion = 200; // GLES 2
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#endif
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_opengl3";
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_GlVersion >= 3200)
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if (g_GlVersion >= 320)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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@ -389,7 +390,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
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#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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if (g_GlVersion >= 3200)
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if (g_GlVersion >= 320)
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glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
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else
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#endif
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// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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// Backend API
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IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
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@ -9,10 +9,12 @@
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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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#include "imgui.h" // IMGUI_IMPL_API
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@class NSEvent;
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@class NSView;
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IMGUI_API bool ImGui_ImplOSX_Init();
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IMGUI_API void ImGui_ImplOSX_Shutdown();
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IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
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IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
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IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
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IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
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IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
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@ -17,6 +17,7 @@
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// https://github.com/ocornut/imgui
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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@ -22,7 +22,7 @@
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// Read comments in imgui_impl_vulkan.h.
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#include <vulkan/vulkan.h>
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// Initialization data, for ImGui_ImplVulkan_Init()
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|
@ -9,12 +9,14 @@
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
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IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
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// Configuration: Disable gamepad support or linking with xinput.lib
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// Configuration
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// - Disable gamepad support or linking with xinput.lib
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//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
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//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
|
||||
|
||||
|
Reference in New Issue
Block a user