mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
Backends: Cleanup, removed unnecessary create/destroy wrappers. Fix allegro5 backend + use same code as other backend.
+ Update gallery links (#4280)
This commit is contained in:
@ -67,11 +67,10 @@ struct ImGui_ImplAllegro5_Data
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ImGui_ImplAllegro5_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_ImplAllegro5_Data* g_Data;
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_CreateBackendData() { IM_ASSERT(g_Data == NULL); g_Data = IM_NEW(ImGui_ImplAllegro5_Data); return g_Data; }
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() != NULL ? g_Data : NULL; }
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static void ImGui_ImplAllegro5_DestroyBackendData() { IM_DELETE(g_Data); g_Data = NULL; }
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// Backend data stored in io.BackendPlatformUserData 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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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; }
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struct ImDrawVertAllegro
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{
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@ -274,13 +273,13 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_CreateBackendData();
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bd->Display = display;
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// Setup backend capabilities flags
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io.BackendRendererUserData = (void*)bd;
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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bd->Display = display;
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// Create custom vertex declaration.
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// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
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@ -329,20 +328,18 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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void ImGui_ImplAllegro5_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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ImGui_ImplAllegro5_InvalidateDeviceObjects();
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bd->Display = NULL;
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bd->Time = 0.0;
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if (bd->VertexDecl)
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al_destroy_vertex_decl(bd->VertexDecl);
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bd->VertexDecl = NULL;
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if (bd->ClipboardTextData)
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al_free(bd->ClipboardTextData);
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bd->ClipboardTextData = NULL;
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ImGui_ImplAllegro5_DestroyBackendData();
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io.BackendPlatformUserData = NULL;
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io.BackendPlatformName = io.BackendRendererName = NULL;
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IM_DELETE(bd);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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@ -62,17 +62,18 @@ struct ImGui_ImplDX10_Data
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ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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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_ImplDX10_Data* ImGui_ImplDX10_CreateBackendData() { return IM_NEW(ImGui_ImplDX10_Data)(); }
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplDX10_DestroyBackendData() { IM_DELETE(ImGui_ImplDX10_GetBackendData()); }
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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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_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Functions
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static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
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{
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@ -524,7 +525,7 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
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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_ImplDX10_Data* bd = ImGui_ImplDX10_CreateBackendData();
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ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx10";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -553,11 +554,11 @@ void ImGui_ImplDX10_Shutdown()
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX10_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplDX10_NewFrame()
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@ -63,17 +63,18 @@ struct ImGui_ImplDX11_Data
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ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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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_ImplDX11_Data* ImGui_ImplDX11_CreateBackendData() { return IM_NEW(ImGui_ImplDX11_Data)(); }
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static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() { return (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplDX11_DestroyBackendData() { IM_DELETE(ImGui_ImplDX11_GetBackendData()); }
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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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_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Functions
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static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
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{
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@ -536,7 +537,7 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
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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_ImplDX11_Data* bd = ImGui_ImplDX11_CreateBackendData();
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ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx11";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -568,12 +569,12 @@ void ImGui_ImplDX11_Shutdown()
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ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
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ImGui_ImplDX11_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); bd->pFactory = NULL; }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
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if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); bd->pd3dDeviceContext = NULL; }
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX11_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplDX11_NewFrame()
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@ -74,25 +74,19 @@ struct ImGui_ImplDX12_Data
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ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
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};
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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_ImplDX12_Data* ImGui_ImplDX12_CreateBackendData() { return IM_NEW(ImGui_ImplDX12_Data)(); }
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() { return (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplDX12_DestroyBackendData() { IM_DELETE(ImGui_ImplDX12_GetBackendData()); }
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template<typename T>
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static void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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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_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Functions
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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@ -150,6 +144,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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ctx->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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{
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@ -691,7 +693,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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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_ImplDX12_Data* bd = ImGui_ImplDX12_CreateBackendData();
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ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx12";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -727,7 +729,7 @@ void ImGui_ImplDX12_Shutdown()
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delete[] bd->pFrameResources;
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX12_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplDX12_NewFrame()
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@ -49,12 +49,6 @@ struct ImGui_ImplDX9_Data
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ImGui_ImplDX9_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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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_ImplDX9_Data* ImGui_ImplDX9_CreateBackendData() { return IM_NEW(ImGui_ImplDX9_Data)(); }
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplDX9_DestroyBackendData() { IM_DELETE(ImGui_ImplDX9_GetBackendData()); }
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struct CUSTOMVERTEX
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{
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float pos[3];
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@ -69,6 +63,13 @@ struct CUSTOMVERTEX
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#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
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#endif
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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_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Functions
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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{
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@ -274,7 +275,7 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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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_ImplDX9_Data* bd = ImGui_ImplDX9_CreateBackendData();
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ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -291,10 +292,10 @@ void ImGui_ImplDX9_Shutdown()
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); bd->pd3dDevice = NULL; }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplDX9_DestroyBackendData();
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IM_DELETE(bd);
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}
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static bool ImGui_ImplDX9_CreateFontsTexture()
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@ -90,9 +90,10 @@ struct ImGui_ImplGlfw_Data
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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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// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
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// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_CreateBackendData() { return IM_NEW(ImGui_ImplGlfw_Data)(); }
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { return (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData; }
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static void ImGui_ImplGlfw_DestroyBackendData() { IM_DELETE(ImGui_ImplGlfw_GetBackendData()); }
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static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
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}
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// Functions
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static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
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@ -167,16 +168,16 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_CreateBackendData();
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bd->Window = window;
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bd->Time = 0.0;
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// Setup backend capabilities flags
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ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
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io.BackendPlatformUserData = (void*)bd;
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io.BackendPlatformName = "imgui_impl_glfw";
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io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Window = window;
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bd->Time = 0.0;
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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@ -282,7 +283,7 @@ void ImGui_ImplGlfw_Shutdown()
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io.BackendPlatformName = NULL;
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io.BackendPlatformUserData = NULL;
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ImGui_ImplGlfw_DestroyBackendData();
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IM_DELETE(bd);
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}
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static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
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@ -65,9 +65,10 @@ struct ImGui_ImplOpenGL2_Data
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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_CreateBackendData() { return IM_NEW(ImGui_ImplOpenGL2_Data)(); }
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static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() { return (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData; }
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static void ImGui_ImplOpenGL2_DestroyBackendData() { IM_DELETE(ImGui_ImplOpenGL2_GetBackendData()); }
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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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// Functions
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bool ImGui_ImplOpenGL2_Init()
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@ -76,7 +77,7 @@ bool ImGui_ImplOpenGL2_Init()
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_CreateBackendData();
|
||||
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
|
||||
@ -86,11 +87,12 @@ bool ImGui_ImplOpenGL2_Init()
|
||||
void ImGui_ImplOpenGL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
|
||||
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplOpenGL2_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL2_NewFrame()
|
||||
|
@ -191,9 +191,10 @@ struct ImGui_ImplOpenGL3_Data
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData 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.
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_CreateBackendData() { return IM_NEW(ImGui_ImplOpenGL3_Data)(); }
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { return (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData; }
|
||||
static void ImGui_ImplOpenGL3_DestroyBackendData() { IM_DELETE(ImGui_ImplOpenGL3_GetBackendData()); }
|
||||
static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
@ -201,7 +202,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_CreateBackendData();
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();;
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
@ -220,9 +224,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
bd->GlVersion = 200; // GLES 2
|
||||
#endif
|
||||
|
||||
// Setup backend capabilities flags
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (bd->GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
@ -296,10 +297,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
void ImGui_ImplOpenGL3_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplOpenGL3_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
|
@ -77,9 +77,10 @@ struct ImGui_ImplSDL2_Data
|
||||
// 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_CreateBackendData() { return IM_NEW(ImGui_ImplSDL2_Data)(); }
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() { return (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData; }
|
||||
static void ImGui_ImplSDL2_DestroyBackendData() { IM_DELETE(ImGui_ImplSDL2_GetBackendData()); }
|
||||
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
@ -153,15 +154,15 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
|
||||
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)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
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;
|
||||
@ -253,21 +254,15 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
bd->Window = NULL;
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
|
||||
|
@ -110,13 +110,6 @@ struct ImGui_ImplVulkan_Data
|
||||
}
|
||||
};
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData 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 tested and probably dysfunctional in this backend.
|
||||
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_CreateBackendData() { return IM_NEW(ImGui_ImplVulkan_Data)(); }
|
||||
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() { return (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData; }
|
||||
static void ImGui_ImplVulkan_DestroyBackendData() { IM_DELETE(ImGui_ImplVulkan_GetBackendData()); }
|
||||
|
||||
// Forward Declarations
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
@ -314,6 +307,14 @@ static uint32_t __glsl_shader_frag_spv[] =
|
||||
// FUNCTIONS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Backend data stored in io.BackendRendererUserData 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 tested and probably dysfunctional in this backend.
|
||||
static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
|
||||
}
|
||||
|
||||
static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
@ -1026,7 +1027,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_CreateBackendData();
|
||||
ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
@ -1052,10 +1053,12 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
void ImGui_ImplVulkan_Shutdown()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
|
||||
ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
ImGui_ImplVulkan_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_NewFrame()
|
||||
|
@ -86,9 +86,10 @@ struct ImGui_ImplWin32_Data
|
||||
// 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_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()); }
|
||||
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
||||
{
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
@ -102,18 +103,19 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
|
||||
return false;
|
||||
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_CreateBackendData();
|
||||
// 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)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->WantUpdateHasGamepad = true;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = "imgui_impl_win32";
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
io.ImeWindowHandle = hwnd;
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
||||
@ -176,7 +178,7 @@ void ImGui_ImplWin32_Shutdown()
|
||||
|
||||
io.BackendPlatformName = NULL;
|
||||
io.BackendPlatformUserData = NULL;
|
||||
ImGui_ImplWin32_DestroyBackendData();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
|
Reference in New Issue
Block a user