From d9bc1e44af3a52babdf40237148b028388778346 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 20 Dec 2021 19:29:41 +0100 Subject: [PATCH] Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. (#368, #375) --- backends/imgui_impl_marmalade.cpp | 318 ------------------ backends/imgui_impl_marmalade.h | 28 -- docs/BACKENDS.md | 5 +- docs/CHANGELOG.txt | 2 + docs/EXAMPLES.md | 4 - docs/README.md | 2 +- examples/example_marmalade/data/app.icf | 32 -- examples/example_marmalade/main.cpp | 124 ------- .../example_marmalade/marmalade_example.mkb | 47 --- imgui.cpp | 1 + 10 files changed, 6 insertions(+), 557 deletions(-) delete mode 100644 backends/imgui_impl_marmalade.cpp delete mode 100644 backends/imgui_impl_marmalade.h delete mode 100644 examples/example_marmalade/data/app.icf delete mode 100644 examples/example_marmalade/main.cpp delete mode 100644 examples/example_marmalade/marmalade_example.mkb diff --git a/backends/imgui_impl_marmalade.cpp b/backends/imgui_impl_marmalade.cpp deleted file mode 100644 index 6e9b8f80..00000000 --- a/backends/imgui_impl_marmalade.cpp +++ /dev/null @@ -1,318 +0,0 @@ -// dear imgui: Renderer + Platform Backend for Marmalade + IwGx -// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) - -// Implemented features: -// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! -// Missing features: -// [ ] Renderer: Clipping rectangles are not honored. - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. -// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) -// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. -// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). -// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. - -#include "imgui.h" -#include "imgui_impl_marmalade.h" - -#include -#include -#include -#include -#include - -// Data -static double g_Time = 0.0f; -static bool g_MousePressed[3] = { false, false, false }; -static CIwTexture* g_FontTexture = NULL; -static char* g_ClipboardText = NULL; -static bool g_osdKeyboardEnabled = false; - -// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor -static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f); - -// Render function. -void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) - return; - - // Render command lists - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - const int nVert = cmd_list->VtxBuffer.Size; - CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert); - CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert); - CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert); - - for (int i = 0; i < nVert; i++) - { - // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix. - pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x; - pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y; - pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x; - pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y; - pColStream[i] = cmd_list->VtxBuffer[i].col; - } - - IwGxSetVertStreamScreenSpace(pVertStream, nVert); - IwGxSetUVStream(pUVStream); - IwGxSetColStream(pColStream, nVert); - IwGxSetNormStream(0); - - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // FIXME: Not honoring ClipRect fields. - CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL(); - pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT); - pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE); - pCurrentMaterial->SetFiltering(false); - pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND); - pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL); - pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED); - pCurrentMaterial->SetTexture((CIwTexture*)pcmd->GetTexID()); - IwGxSetMaterial(pCurrentMaterial); - IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)(idx_buffer + pcmd->IdxOffset), pcmd->ElemCount); - } - } - IwGxFlush(); - } - - // TODO: restore modified state (i.e. mvp matrix) -} - -static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/) -{ - if (!s3eClipboardAvailable()) - return NULL; - - if (int size = s3eClipboardGetText(NULL, 0)) - { - if (g_ClipboardText) - delete[] g_ClipboardText; - g_ClipboardText = new char[size]; - g_ClipboardText[0] = '\0'; - s3eClipboardGetText(g_ClipboardText, size); - } - - return g_ClipboardText; -} - -static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text) -{ - if (s3eClipboardAvailable()) - s3eClipboardSetText(text); -} - -int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data) -{ - // pEvent->m_Button is of type s3ePointerButton and indicates which mouse - // button was pressed. For touchscreen this should always have the value - // S3E_POINTER_BUTTON_SELECT - s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data; - - if (pEvent->m_Pressed == 1) - { - if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE) - g_MousePressed[0] = true; - if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE) - g_MousePressed[1] = true; - if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) - g_MousePressed[2] = true; - if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) - io.MouseWheel += pEvent->m_y; - if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) - io.MouseWheel += pEvent->m_y; - } - - return 0; -} - -int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data) -{ - ImGuiIO& io = ImGui::GetIO(); - s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data; - if (e->m_Pressed == 1) - io.KeysDown[e->m_Key] = true; - if (e->m_Pressed == 0) - io.KeysDown[e->m_Key] = false; - - io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN; - io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN; - io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN; - io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN; - - return 0; -} - -int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data) -{ - ImGuiIO& io = ImGui::GetIO(); - s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data; - io.AddInputCharacter((unsigned int)e->m_Char); - - return 0; -} - -bool ImGui_Marmalade_CreateDeviceObjects() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Upload texture to graphics system - g_FontTexture = new CIwTexture(); - g_FontTexture->SetModifiable(true); - CIwImage& image = g_FontTexture->GetImage(); - image.SetFormat(CIwImage::ARGB_8888); - image.SetWidth(width); - image.SetHeight(height); - image.SetBuffers(); // allocates and own buffers - image.ReadTexels(pixels); - g_FontTexture->SetMipMapping(false); - g_FontTexture->SetFiltering(false); - g_FontTexture->Upload(); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)g_FontTexture); - - return true; -} - -void ImGui_Marmalade_InvalidateDeviceObjects() -{ - if (g_ClipboardText) - { - delete[] g_ClipboardText; - g_ClipboardText = NULL; - } - - if (g_FontTexture) - { - ImGui::GetIO().Fonts->SetTexID(0); - delete g_FontTexture; - g_FontTexture = NULL; - } -} - -bool ImGui_Marmalade_Init(bool install_callbacks) -{ - ImGuiIO& io = ImGui::GetIO(); - io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade"; - - // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. - io.KeyMap[ImGuiKey_Tab] = s3eKeyTab - io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; - io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight; - io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp; - io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown; - io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp; - io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; - io.KeyMap[ImGuiKey_Home] = s3eKeyHome; - io.KeyMap[ImGuiKey_End] = s3eKeyEnd; - io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert; - io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; - io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; - io.KeyMap[ImGuiKey_Space] = s3eKeySpace; - io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; - io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; - io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter; - io.KeyMap[ImGuiKey_A] = s3eKeyA; - io.KeyMap[ImGuiKey_C] = s3eKeyC; - io.KeyMap[ImGuiKey_V] = s3eKeyV; - io.KeyMap[ImGuiKey_X] = s3eKeyX; - io.KeyMap[ImGuiKey_Y] = s3eKeyY; - io.KeyMap[ImGuiKey_Z] = s3eKeyZ; - - io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; - io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; - - if (install_callbacks) - { - s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0); - s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0); - s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0); - } - - return true; -} - -void ImGui_Marmalade_Shutdown() -{ - ImGui_Marmalade_InvalidateDeviceObjects(); -} - -void ImGui_Marmalade_NewFrame() -{ - if (!g_FontTexture) - ImGui_Marmalade_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight(); - io.DisplaySize = ImVec2((float)w, (float)h); - // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui. - io.DisplayFramebufferScale = g_scale; - - // Setup time step - double current_time = s3eTimerGetUST() / 1000.0f; - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); - g_Time = current_time; - - double mouse_x, mouse_y; - mouse_x = s3ePointerGetX(); - mouse_y = s3ePointerGetY(); - io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.) - - for (int i = 0; i < 3; i++) - { - io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - g_MousePressed[i] = false; - } - - // TODO: Hide OS mouse cursor if ImGui is drawing it - // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); - - // Show/hide OSD keyboard - if (io.WantTextInput) - { - // Some text input widget is active? - if (!g_osdKeyboardEnabled) - { - g_osdKeyboardEnabled = true; - s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard - } - } - else - { - // No text input widget is active - if (g_osdKeyboardEnabled) - { - g_osdKeyboardEnabled = false; - s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard - } - } -} diff --git a/backends/imgui_impl_marmalade.h b/backends/imgui_impl_marmalade.h deleted file mode 100644 index 87aaa478..00000000 --- a/backends/imgui_impl_marmalade.h +++ /dev/null @@ -1,28 +0,0 @@ -// dear imgui: Renderer + Platform Backend for Marmalade + IwGx -// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui) - -// Implemented features: -// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID! - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -#pragma once -#include "imgui.h" // IMGUI_IMPL_API - -IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks); -IMGUI_IMPL_API void ImGui_Marmalade_Shutdown(); -IMGUI_IMPL_API void ImGui_Marmalade_NewFrame(); -IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data); - -// Use if you want to reset your rendering device without losing Dear ImGui state. -IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects(); -IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects(); - -// Callbacks (installed by default if you enable 'install_callbacks' during initialization) -// You can also handle inputs yourself and use those as a reference. -IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data); -IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data); -IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data); diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md index f061d70c..5bd2e836 100644 --- a/docs/BACKENDS.md +++ b/docs/BACKENDS.md @@ -12,7 +12,7 @@ your application or engine to easily integrate Dear ImGui.** Each backend is typ e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp), etc. - For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.
- e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. + e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources. For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. @@ -82,14 +82,13 @@ List of Renderer Backends: List of high-level Frameworks Backends (combining Platform + Renderer): imgui_impl_allegro5.cpp - imgui_impl_marmalade.cpp Emscripten is also supported. The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible. ### Backends for third-party frameworks, graphics API or other languages -See https://github.com/ocornut/imgui/wiki/Bindings for the full list. +See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others). ### Recommended Backends diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 25d91ed6..8f45f073 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -40,6 +40,8 @@ Breaking Changes: Please open an issue if you think you really need this function. (#3841) - Backends: OSX: Added NSView* parameter to ImGui_ImplOSX_Init(). (#4759) [@stuartcarnie] Updated Apple+Metal and Apple+GL example applications accordingly. +- Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. (#368, #375) + Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings Other Changes: diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md index 63b64d2e..8321aa1e 100644 --- a/docs/EXAMPLES.md +++ b/docs/EXAMPLES.md @@ -141,10 +141,6 @@ GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. = main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL. -[example_marmalade/](https://github.com/ocornut/imgui/blob/master/examples/example_marmalade/)
-Marmalade example using IwGx.
-= main.cpp + imgui_impl_marmalade.cpp - [example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/)
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
= main.cpp
diff --git a/docs/README.md b/docs/README.md index 58fcdb20..3190f7d0 100644 --- a/docs/README.md +++ b/docs/README.md @@ -118,7 +118,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/ Officially maintained backends/bindings (in repository): - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU. - Platforms: GLFW, SDL2, Win32, Glut, OSX, Android. -- Frameworks: Emscripten, Allegro5, Marmalade. +- Frameworks: Allegro5, Emscripten. [Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page: - Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... diff --git a/examples/example_marmalade/data/app.icf b/examples/example_marmalade/data/app.icf deleted file mode 100644 index fcd6585a..00000000 --- a/examples/example_marmalade/data/app.icf +++ /dev/null @@ -1,32 +0,0 @@ -# This file is for configuration settings for your -# application. -# -# The syntax is similar to windows .ini files ie -# -# [GroupName] -# Setting = Value -# -# Which can be read by your application using -# e.g s3eConfigGetString("GroupName", "Setting", string) -# -# All settings must be documented in .config.txt files. -# New settings specific to this application should be -# documented in app.config.txt -# -# Some conditional operations are also permitted, see the -# S3E documentation for details. - -[S3E] -MemSize=6000000 -MemSizeDebug=6000000 -DispFixRot=FixedLandscape - -# emulate iphone 5 resolution, change these settings to emulate other display resolution -WinWidth=1136 -WinHeight=640 - -[GX] -DataCacheSize=131070 - -[Util] -#MemoryBreakpoint=1282 diff --git a/examples/example_marmalade/main.cpp b/examples/example_marmalade/main.cpp deleted file mode 100644 index e97cb534..00000000 --- a/examples/example_marmalade/main.cpp +++ /dev/null @@ -1,124 +0,0 @@ -// Dear ImGui: standalone example application for Marmalade -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// Copyright (C) 2015 by Giovanni Zito -// This file is part of Dear ImGui - -#include "imgui.h" -#include "imgui_impl_marmalade.h" -#include - -#include -#include -#include - -int main(int, char**) -{ - IwGxInit(); - - // Setup Dear ImGui context - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - - // Setup Dear ImGui style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsClassic(); - - // Setup Platform/Renderer backends - ImGui_Marmalade_Init(true); - - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'docs/FONTS.md' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - //IM_ASSERT(font != NULL); - - // Our state - bool show_demo_window = true; - bool show_another_window = false; - ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - - // Main loop - while (true) - { - if (s3eDeviceCheckQuitRequest()) - break; - - // Poll and handle inputs - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - s3eKeyboardUpdate(); - s3ePointerUpdate(); - - // Start the Dear ImGui frame - ImGui_Marmalade_NewFrame(); - ImGui::NewFrame(); - - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - ImGui::Render(); - IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); - IwGxClear(); - ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData()); - IwGxSwapBuffers(); - - s3eDeviceYield(0); - } - - // Cleanup - ImGui_Marmalade_Shutdown(); - ImGui::DestroyContext(); - IwGxTerminate(); - - return 0; -} diff --git a/examples/example_marmalade/marmalade_example.mkb b/examples/example_marmalade/marmalade_example.mkb deleted file mode 100644 index 4e765f16..00000000 --- a/examples/example_marmalade/marmalade_example.mkb +++ /dev/null @@ -1,47 +0,0 @@ -#!/usr/bin/env mkb - -# ImGui - standalone example application for Marmalade -# Copyright (C) 2015 by Giovanni Zito -# This file is part of ImGui -# https://github.com/ocornut/imgui - -define IMGUI_DISABLE_INCLUDE_IMCONFIG_H -define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS -define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS -define _snprintf=snprintf - -options -{ - optimise-speed=1 -} - -includepaths -{ - ../.. - ../../backends -} - -subprojects -{ - iwgx -} - -files -{ - (.) - ["imgui"] - ../../imgui.cpp - ../../imgui_demo.cpp - ../../imgui_draw.cpp - ../../imgui_tables.cpp - ../../imgui_widgets.cpp - ../../imconfig.h - ../../imgui.h - ../../imgui_internal.h - - ["imgui","Marmalade backend"] - ../../backends/imgui_impl_marmalade.h - ../../backends/imgui_impl_marmalade.cpp - main.cpp - -} diff --git a/imgui.cpp b/imgui.cpp index 77ea282d..79c9fe64 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -380,6 +380,7 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):