Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
#	imgui_widgets.cpp
This commit is contained in:
ocornut
2021-03-25 16:56:19 +01:00
18 changed files with 229 additions and 109 deletions

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@ -13,6 +13,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
@ -145,6 +146,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
IDirect3DStateBlock9* d3d9_state_block = NULL;
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
if (d3d9_state_block->Capture() < 0)
{
d3d9_state_block->Release();
return;
}
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
@ -364,7 +370,7 @@ static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
data->d3dpp.EnableAutoDepthStencil = FALSE;
data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
IM_ASSERT(data->SwapChain != NULL);

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@ -20,6 +20,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
@ -213,8 +214,14 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Check and store if we are on Wayland
g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
// Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
g_MouseCanUseGlobalState = false;
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
g_MouseCanUseGlobalState = true;
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();

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@ -23,6 +23,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
@ -358,7 +359,7 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
check_vk_result(err);
p_buffer_size = new_size;
p_buffer_size = req.size;
}
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
@ -446,9 +447,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = NULL;
ImDrawIdx* idx_dst = NULL;
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst));
check_vk_result(err);
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst));
check_vk_result(err);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{

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@ -34,6 +34,7 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
@ -149,7 +150,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
break;
}
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
return true;
}
@ -165,7 +166,7 @@ void ImGui_ImplWin32_Shutdown()
g_XInputGetCapabilities = NULL;
g_XInputGetState = NULL;
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
g_hWnd = NULL;
g_Time = 0;
g_TicksPerSecond = 0;
@ -212,6 +213,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
static void ImGui_ImplWin32_UpdateMousePos()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(g_hWnd != 0);
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
// (When multi-viewports are enabled, all imgui positions are same as OS positions)
@ -456,6 +458,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (wParam < 256)
io.KeysDown[wParam] = 0;
return 0;
case WM_KILLFOCUS:
memset(io.KeysDown, 0, sizeof(io.KeysDown));
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)