mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 11:57:00 +00:00
Merge misc changes from docking branch to reduce small drift.
In particular: - imgui.cpp : move UpdateInputEvents() higher in NewFrame() to match docking + update RenderMouseCursor() to match. - imgui_draw.cpp: ImDrawList::_ResetForNewFrame() change from c807192ab - Backends: SDL2. Add MouseWindowID + change SDL_CaptureMouse() test to match docking branch. Not strictly necessary but aimed at reducing drift because we go on and fork this file. + moved responsability of checking valid names to TabBarGetTabName() to simplify both branches.
This commit is contained in:
parent
1b27ac982f
commit
e816bc6723
@ -275,7 +275,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects()
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ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
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if (bd->Texture)
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{
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io.Fonts->SetTexID(nullptr);
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io.Fonts->SetTexID(0);
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al_destroy_bitmap(bd->Texture);
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bd->Texture = nullptr;
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}
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@ -2,8 +2,8 @@
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -515,7 +515,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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return;
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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@ -2,8 +2,8 @@
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -527,7 +527,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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return;
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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@ -50,14 +50,7 @@
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#endif
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// DirectX data
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struct ImGui_ImplDX12_RenderBuffers
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{
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ID3D12Resource* IndexBuffer;
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ID3D12Resource* VertexBuffer;
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int IndexBufferSize;
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int VertexBufferSize;
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};
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struct ImGui_ImplDX12_RenderBuffers;
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struct ImGui_ImplDX12_Data
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{
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ID3D12Device* pd3dDevice;
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@ -67,19 +60,15 @@ struct ImGui_ImplDX12_Data
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ID3D12Resource* pFontTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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ImGui_ImplDX12_RenderBuffers* pFrameResources;
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UINT numFramesInFlight;
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UINT frameIndex;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
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};
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struct VERTEX_CONSTANT_BUFFER_DX12
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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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@ -87,6 +76,20 @@ static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Buffers used during the rendering of a frame
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struct ImGui_ImplDX12_RenderBuffers
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{
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ID3D12Resource* IndexBuffer;
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ID3D12Resource* VertexBuffer;
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int IndexBufferSize;
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int VertexBufferSize;
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};
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struct VERTEX_CONSTANT_BUFFER_DX12
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{
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float mvp[4][4];
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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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@ -676,8 +679,8 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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if (!bd || !bd->pd3dDevice)
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return;
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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SafeRelease(bd->pRootSignature);
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SafeRelease(bd->pPipelineState);
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SafeRelease(bd->pFontTextureResource);
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@ -709,8 +712,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
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bd->numFramesInFlight = num_frames_in_flight;
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bd->pd3dSrvDescHeap = cbv_srv_heap;
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bd->frameIndex = UINT_MAX;
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IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
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// Create buffers with a default size (they will later be grown as needed)
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for (int i = 0; i < num_frames_in_flight; i++)
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@ -731,6 +734,7 @@ void ImGui_ImplDX12_Shutdown()
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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// Clean up windows and device objects
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ImGui_ImplDX12_InvalidateDeviceObjects();
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delete[] bd->pFrameResources;
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io.BackendRendererName = nullptr;
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// See imgui_impl_dx12.cpp file for details.
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -366,7 +366,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
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return;
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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}
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void ImGui_ImplDX9_NewFrame()
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -1,7 +1,7 @@
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// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (Requires: GLFW 3.1+)
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// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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@ -70,10 +70,15 @@
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
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#endif
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#ifdef __APPLE__
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#define GLFW_EXPOSE_NATIVE_COCOA
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#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
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#endif
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#ifdef __EMSCRIPTEN__
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@ -509,11 +514,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.ClipboardUserData = bd->Window;
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// Set platform dependent data in viewport
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#if defined(_WIN32)
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ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);
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#endif
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// Create mouse cursors
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// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
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// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
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@ -543,7 +543,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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if (install_callbacks)
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ImGui_ImplGlfw_InstallCallbacks(window);
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// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
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// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
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// FIXME: May break chaining in case user registered their own Emscripten callback?
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@ -551,6 +550,14 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, false, ImGui_ImplEmscripten_WheelCallback);
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#endif
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// Set platform dependent data in viewport
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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#ifdef _WIN32
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main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
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#elif defined(__APPLE__)
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main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
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#endif
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bd->ClientApi = client_api;
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return true;
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}
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@ -598,24 +605,29 @@ static void ImGui_ImplGlfw_UpdateMouseData()
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return;
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}
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// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
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{
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GLFWwindow* window = bd->Window;
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#ifdef __EMSCRIPTEN__
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const bool is_app_focused = true;
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const bool is_window_focused = true;
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#else
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const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
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const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
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#endif
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if (is_app_focused)
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if (is_window_focused)
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{
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// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
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if (io.WantSetMousePos)
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glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);
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glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
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// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
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if (is_app_focused && bd->MouseWindow == nullptr)
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if (bd->MouseWindow == nullptr)
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{
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double mouse_x, mouse_y;
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glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);
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io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
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io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
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}
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}
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}
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}
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@ -628,17 +640,21 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
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return;
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ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
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// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
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{
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GLFWwindow* window = bd->Window;
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if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
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{
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
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glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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else
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{
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// Show OS mouse cursor
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// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
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glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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}
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}
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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|
||||
// 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.
|
||||
@ -76,10 +76,10 @@ struct ImGui_ImplMetal_Data
|
||||
};
|
||||
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; }
|
||||
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
|
||||
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
|
||||
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); }
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
#ifdef IMGUI_IMPL_METAL_CPP
|
||||
|
||||
@ -297,7 +297,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id<MTLCommandBuffer> c
|
||||
{
|
||||
dispatch_async(dispatch_get_main_queue(), ^{
|
||||
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
|
||||
if (bd != NULL)
|
||||
if (bd != nullptr)
|
||||
{
|
||||
@synchronized(bd->SharedMetalContext.bufferCache)
|
||||
{
|
||||
|
@ -5,7 +5,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
|
||||
// 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.
|
||||
|
@ -5,7 +5,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
|
||||
|
||||
// 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.
|
||||
|
@ -9,7 +9,7 @@
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: IME support.
|
||||
//
|
||||
|
||||
// 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.
|
||||
|
@ -81,7 +81,7 @@ static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(I
|
||||
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
|
||||
static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
|
||||
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); }
|
||||
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
|
||||
@ -391,8 +391,6 @@ bool ImGui_ImplOSX_Init(NSView* view)
|
||||
// Setup backend capabilities flags
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
io.BackendPlatformName = "imgui_impl_osx";
|
||||
|
||||
bd->Observer = [ImGuiObserver new];
|
||||
@ -476,11 +474,11 @@ bool ImGui_ImplOSX_Init(NSView* view)
|
||||
void ImGui_ImplOSX_Shutdown()
|
||||
{
|
||||
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
|
||||
bd->Observer = NULL;
|
||||
if (bd->Monitor != NULL)
|
||||
bd->Observer = nullptr;
|
||||
if (bd->Monitor != nullptr)
|
||||
{
|
||||
[NSEvent removeMonitor:bd->Monitor];
|
||||
bd->Monitor = NULL;
|
||||
bd->Monitor = nullptr;
|
||||
}
|
||||
ImGui_ImplOSX_DestroyBackendData();
|
||||
}
|
||||
|
@ -91,6 +91,7 @@ struct ImGui_ImplSDL2_Data
|
||||
SDL_Window* Window;
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
Uint32 MouseWindowID;
|
||||
int MouseButtonsDown;
|
||||
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
SDL_Cursor* LastMouseCursor;
|
||||
@ -261,7 +262,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
case SDL_MOUSEMOTION:
|
||||
{
|
||||
io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
|
||||
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
|
||||
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEWHEEL:
|
||||
@ -318,7 +320,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
|
||||
Uint8 window_event = event->window.event;
|
||||
if (window_event == SDL_WINDOWEVENT_ENTER)
|
||||
{
|
||||
bd->MouseWindowID = event->window.windowID;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
}
|
||||
if (window_event == SDL_WINDOWEVENT_LEAVE)
|
||||
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
@ -374,14 +379,19 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
SDL_VERSION(&info.version);
|
||||
if (SDL_GetWindowWMInfo(window, &info))
|
||||
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
|
||||
#else
|
||||
(void)window;
|
||||
{
|
||||
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
|
||||
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
@ -457,7 +467,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
SDL_Window* focused_window = SDL_GetKeyboardFocus();
|
||||
const bool is_app_focused = (bd->Window == focused_window);
|
||||
#else
|
||||
@ -580,8 +590,9 @@ void ImGui_ImplSDL2_NewFrame()
|
||||
|
||||
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
|
||||
{
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
bd->MouseWindowID = 0;
|
||||
bd->PendingMouseLeaveFrame = 0;
|
||||
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
ImGui_ImplSDL2_UpdateMouseData();
|
||||
|
@ -10,8 +10,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
|
@ -10,7 +10,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
@ -117,7 +117,7 @@ struct ImGui_ImplVulkan_Data
|
||||
VkDeviceMemory UploadBufferMemory;
|
||||
VkBuffer UploadBuffer;
|
||||
|
||||
// Render buffers
|
||||
// Render buffers for main window
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
|
||||
|
||||
ImGui_ImplVulkan_Data()
|
||||
|
@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
|
||||
// See imgui_impl_vulkan.cpp file for details.
|
||||
@ -89,8 +89,8 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*l
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the upcoming multi-viewport feature will need them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
|
||||
// 2) the multi-viewport / platform window implementation needs them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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.
|
||||
@ -685,7 +685,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
SafeRelease(g_resources);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (unsigned int i = 0; i < g_numFramesInFlight; i++)
|
||||
SafeRelease(g_pFrameResources[i]);
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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.
|
||||
|
@ -254,7 +254,8 @@ static void ImGui_ImplWin32_UpdateMouseData()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(bd->hWnd != 0);
|
||||
|
||||
const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd);
|
||||
HWND focused_window = ::GetForegroundWindow();
|
||||
const bool is_app_focused = (focused_window == bd->hWnd);
|
||||
if (is_app_focused)
|
||||
{
|
||||
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
|
||||
@ -514,6 +515,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE:
|
||||
{
|
||||
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
|
||||
bd->MouseHwnd = hwnd;
|
||||
if (!bd->MouseTracked)
|
||||
@ -522,8 +524,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
::TrackMouseEvent(&tme);
|
||||
bd->MouseTracked = true;
|
||||
}
|
||||
io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam));
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
break;
|
||||
}
|
||||
case WM_MOUSELEAVE:
|
||||
if (bd->MouseHwnd == hwnd)
|
||||
bd->MouseHwnd = nullptr;
|
||||
|
37
imgui.cpp
37
imgui.cpp
@ -1864,7 +1864,7 @@ static const ImU32 GCrc32LookupTable[256] =
|
||||
// Known size hash
|
||||
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
|
||||
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
|
||||
ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
|
||||
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
|
||||
{
|
||||
ImU32 crc = ~seed;
|
||||
const unsigned char* data = (const unsigned char*)data_p;
|
||||
@ -1880,7 +1880,7 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)
|
||||
// - If we reach ### in the string we discard the hash so far and reset to the seed.
|
||||
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
|
||||
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
|
||||
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
|
||||
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
|
||||
{
|
||||
seed = ~seed;
|
||||
ImU32 crc = seed;
|
||||
@ -3374,16 +3374,19 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
|
||||
ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
|
||||
for (int n = 0; n < g.Viewports.Size; n++)
|
||||
{
|
||||
ImGuiViewportP* viewport = g.Viewports[n];
|
||||
ImDrawList* draw_list = GetForegroundDrawList(viewport);
|
||||
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
|
||||
// We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
|
||||
ImVec2 offset, size, uv[4];
|
||||
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
|
||||
{
|
||||
if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
|
||||
continue;
|
||||
ImGuiViewportP* viewport = g.Viewports[n];
|
||||
const ImVec2 pos = base_pos - offset;
|
||||
const float scale = base_scale;
|
||||
if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
|
||||
continue;
|
||||
ImDrawList* draw_list = GetForegroundDrawList(viewport);
|
||||
ImTextureID tex_id = font_atlas->TexID;
|
||||
draw_list->PushTextureID(tex_id);
|
||||
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
|
||||
@ -3393,7 +3396,6 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso
|
||||
draw_list->PopTextureID();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] INITIALIZATION, SHUTDOWN
|
||||
@ -3886,7 +3888,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
|
||||
return false;
|
||||
|
||||
// Special handling for calling after Begin() which represent the title bar or tab.
|
||||
// When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
|
||||
// When the window is skipped/collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
|
||||
if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
|
||||
return false;
|
||||
}
|
||||
@ -4353,6 +4355,11 @@ void ImGui::NewFrame()
|
||||
g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
|
||||
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
|
||||
|
||||
// Process input queue (trickle as many events as possible), turn events into writes to IO structure
|
||||
g.InputEventsTrail.resize(0);
|
||||
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
|
||||
|
||||
// Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
|
||||
UpdateViewportsNewFrame();
|
||||
|
||||
// Setup current font and draw list shared data
|
||||
@ -4474,10 +4481,6 @@ void ImGui::NewFrame()
|
||||
//if (g.IO.AppFocusLost)
|
||||
// ClosePopupsExceptModals();
|
||||
|
||||
// Process input queue (trickle as many events as possible)
|
||||
g.InputEventsTrail.resize(0);
|
||||
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
|
||||
|
||||
// Update keyboard input state
|
||||
UpdateKeyboardInputs();
|
||||
|
||||
@ -5777,7 +5780,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
|
||||
if (window->Collapsed)
|
||||
{
|
||||
// Title bar only
|
||||
float backup_border_size = style.FrameBorderSize;
|
||||
const float backup_border_size = style.FrameBorderSize;
|
||||
g.Style.FrameBorderSize = window->WindowBorderSize;
|
||||
ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
|
||||
RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
|
||||
@ -9983,7 +9986,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
|
||||
const int current_stack_size = g.BeginPopupStack.Size;
|
||||
|
||||
if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
|
||||
if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))
|
||||
if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
|
||||
return;
|
||||
|
||||
ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
|
||||
@ -13977,7 +13980,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
|
||||
{
|
||||
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
|
||||
p += ImFormatString(p, buf_end - p, "%s'%s'",
|
||||
tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? TabBarGetTabName(tab_bar, tab) : "???");
|
||||
tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
|
||||
}
|
||||
p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
|
||||
if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
|
||||
@ -13999,7 +14002,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
|
||||
if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
|
||||
if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
|
||||
Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
|
||||
tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? TabBarGetTabName(tab_bar, tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);
|
||||
tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
|
||||
PopID();
|
||||
}
|
||||
TreePop();
|
||||
|
@ -389,6 +389,8 @@ void ImDrawList::_ResetForNewFrame()
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
|
||||
if (_Splitter._Count > 1)
|
||||
_Splitter.Merge(this);
|
||||
|
||||
CmdBuffer.resize(0);
|
||||
IdxBuffer.resize(0);
|
||||
|
@ -318,8 +318,8 @@ namespace ImStb
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Helpers: Hashing
|
||||
IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
|
||||
IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
|
||||
IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0);
|
||||
IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0);
|
||||
|
||||
// Helpers: Sorting
|
||||
#ifndef ImQsort
|
||||
|
@ -7660,6 +7660,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
{
|
||||
ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];
|
||||
tab->Offset = tab_offset;
|
||||
tab->NameOffset = -1;
|
||||
tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
|
||||
}
|
||||
tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
|
||||
@ -7667,6 +7668,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
section_tab_index += section->TabCount;
|
||||
}
|
||||
|
||||
// Clear name buffers
|
||||
tab_bar->TabsNames.Buf.resize(0);
|
||||
|
||||
// If we have lost the selected tab, select the next most recently active one
|
||||
if (found_selected_tab_id == false)
|
||||
tab_bar->SelectedTabId = 0;
|
||||
@ -7698,10 +7702,6 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
|
||||
tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
|
||||
|
||||
// Clear name buffers
|
||||
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
|
||||
tab_bar->TabsNames.Buf.resize(0);
|
||||
|
||||
// Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
window->DC.CursorPos = tab_bar->BarRect.Min;
|
||||
@ -7759,7 +7759,9 @@ ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
|
||||
|
||||
const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
|
||||
{
|
||||
IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < tab_bar->TabsNames.Buf.Size);
|
||||
if (tab->NameOffset == -1)
|
||||
return "N/A";
|
||||
IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);
|
||||
return tab_bar->TabsNames.Buf.Data + tab->NameOffset;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user