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Backends: Cleanup, removed unnecessary create/destroy wrappers. Fix allegro5 backend + use same code as other backend.
+ Update gallery links (#4280)
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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!");
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// Setup backend capabilities flags
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_CreateBackendData();
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ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_opengl2";
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@ -86,11 +87,12 @@ bool ImGui_ImplOpenGL2_Init()
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void ImGui_ImplOpenGL2_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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ImGui_ImplOpenGL2_DestroyDeviceObjects();
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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ImGui_ImplOpenGL2_DestroyBackendData();
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IM_DELETE(bd);
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}
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void ImGui_ImplOpenGL2_NewFrame()
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