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Viewports: Add various comments
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@ -544,6 +544,7 @@ void ImGui_ImplDX10_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataDx10
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{
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IDXGISwapChain* SwapChain;
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@ -560,6 +560,7 @@ void ImGui_ImplDX11_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataDx11
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{
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IDXGISwapChain* SwapChain;
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@ -66,6 +66,7 @@ struct FrameContext
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
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};
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataDx12
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{
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ID3D12CommandQueue* CommandQueue;
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@ -310,6 +310,7 @@ void ImGui_ImplDX9_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataDx9
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{
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IDirect3DSwapChain9* SwapChain;
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@ -428,6 +428,7 @@ void ImGui_ImplGlfw_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataGlfw
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{
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GLFWwindow* Window;
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@ -496,7 +497,7 @@ static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
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#endif
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glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
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// Install callbacks for secondary viewports
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// Install GLFW callbacks for secondary viewports
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glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
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glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
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glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
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@ -529,7 +530,8 @@ static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
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viewport->PlatformUserData = viewport->PlatformHandle = NULL;
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}
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// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
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// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
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// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
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#if defined(_WIN32) && GLFW_HAS_GLFW_HOVERED
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static WNDPROC g_GlfwWndProc = NULL;
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static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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@ -733,7 +735,6 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
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}
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#endif // GLFW_HAS_VULKAN
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// FIXME-PLATFORM: GLFW doesn't export monitor work area (see https://github.com/glfw/glfw/pull/989)
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static void ImGui_ImplGlfw_UpdateMonitors()
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{
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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@ -805,6 +806,7 @@ static void ImGui_ImplGlfw_InitPlatformInterface()
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glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
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data->Window = g_Window;
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@ -432,6 +432,7 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataSDL2
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{
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SDL_Window* Window;
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@ -685,6 +686,7 @@ static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_g
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ImGui_ImplSDL2_UpdateMonitors();
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
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data->Window = window;
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@ -70,7 +70,8 @@ struct ImGui_ImplVulkanH_WindowRenderBuffers
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ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
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};
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// For multi-viewport support
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// For multi-viewport support:
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataVulkan
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{
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bool WindowOwned;
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@ -511,6 +511,7 @@ static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataWin32
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{
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HWND Hwnd;
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@ -831,6 +832,7 @@ static void ImGui_ImplWin32_InitPlatformInterface()
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#endif
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// Register main window handle (which is owned by the main application, not by us)
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// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
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data->Hwnd = g_hWnd;
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@ -3326,7 +3326,7 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist
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{
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// Create the draw list on demand, because they are not frequently used for all viewports
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ImGuiContext& g = *GImGui;
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IM_ASSERT(drawlist_no >= 0 && drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
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IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
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ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
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if (draw_list == NULL)
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{
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6
imgui.h
6
imgui.h
@ -1159,7 +1159,7 @@ enum ImGuiCol_
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ImGuiCol_TabActive,
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ImGuiCol_TabUnfocused,
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ImGuiCol_TabUnfocusedActive,
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ImGuiCol_DockingPreview,
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ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
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ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
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ImGuiCol_PlotLines,
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ImGuiCol_PlotLinesHovered,
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@ -2463,8 +2463,8 @@ struct ImGuiViewport
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ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
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ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows.
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.)
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context)
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void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, frame-buffers etc.). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
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void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). If somehow everything you need can fit in the void* PlatformHandle field you may ignore this.
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void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
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void* PlatformHandleRaw; // void* to hold low-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
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bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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