Examples: SDL,GLFW,Vulkan: The Platform<>Renderer link is handled by SDL/GLFW platforms, both can compile without Vulkan headers, SDL+Vulkan is now on part with GLFW+Vulkan (aka broken the same way!). (#1542)

This commit is contained in:
omar
2018-03-13 23:16:15 +01:00
parent 98b66a5fc9
commit d0e0b106f0
5 changed files with 67 additions and 27 deletions

View File

@ -32,6 +32,9 @@
// SDL
#include <SDL.h>
#include <SDL_syswm.h>
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// Data
static SDL_Window* g_Window = NULL;
@ -151,7 +154,7 @@ bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
#if SDL_VERSION_ATLEAST(2,0,4)
#if SDL_HAS_CAPTURE_MOUSE
io.ConfigFlags |= ImGuiConfigFlags_PlatformHasViewports;
#endif
if ((io.ConfigFlags & ImGuiConfigFlags_EnableViewports) && (io.ConfigFlags & ImGuiConfigFlags_PlatformHasViewports))
@ -185,7 +188,7 @@ static void ImGui_ImplSDL2_UpdateMouse()
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
#if SDL_VERSION_ATLEAST(2,0,4)
#if SDL_HAS_CAPTURE_MOUSE
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (focused_window)
{
@ -254,8 +257,6 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
// Platform Windows
// --------------------------------------------------------------------------------------------------------
#define SDL_HAS_WINDOW_OPACITY SDL_VERSION_ATLEAST(2,0,5)
struct ImGuiPlatformDataSDL2
{
SDL_Window* Window;
@ -280,12 +281,13 @@ static void ImGui_ImplSDL2_CreateViewport(ImGuiViewport* viewport)
// We don't enable SDL_WINDOW_RESIZABLE because it enforce windows decorations
Uint32 sdl_flags = 0;
sdl_flags |= SDL_WINDOW_OPENGL; // FIXME-PLATFORM
sdl_flags |= main_viewport_data->GLContext ? SDL_WINDOW_OPENGL : SDL_WINDOW_VULKAN;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
data->Window = SDL_CreateWindow("No Title Yet", 0, 0, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
data->GLContext = SDL_GL_CreateContext(data->Window);
if (main_viewport_data->GLContext)
data->GLContext = SDL_GL_CreateContext(data->Window);
viewport->PlatformHandle = (void*)data->Window;
}
@ -374,16 +376,33 @@ static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* t
static void ImGui_ImplSDL2_RenderViewport(ImGuiViewport* viewport)
{
ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
SDL_GL_MakeCurrent(data->Window, data->GLContext);
if (data->GLContext)
SDL_GL_MakeCurrent(data->Window, data->GLContext);
}
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport)
{
ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2
SDL_GL_SwapWindow(data->Window);
if (data->GLContext)
{
SDL_GL_MakeCurrent(data->Window, data->GLContext); // FIXME-PLATFORM2
SDL_GL_SwapWindow(data->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGuiPlatformDataSDL2* data = (ImGuiPlatformDataSDL2*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
@ -398,6 +417,9 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
io.PlatformInterface.SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
io.PlatformInterface.RenderViewport = ImGui_ImplSDL2_RenderViewport;
io.PlatformInterface.SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_VULKAN
io.PlatformInterface.CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
io.ConfigFlags |= SDL_HAS_WINDOW_OPACITY ? ImGuiConfigFlags_PlatformHasWindowAlpha : 0;